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Making 16 Color Image 256
This may or may not be an obvious answer, but how would I make an already inserted 16 color image, say, the titlescreen charizard, support 256 colors? I made a custom palette table, and simply pointing there doesn't seem to do the trick (it uses 16 of those colors cause it only supports 16). Basically I just overwrote all pointers of EAD5E8 (charizards original palette) with my custom palette table's offset, and the above result was the outcome. Suggestions?
Thanks |
If you want to make a titlescreen image that supports 256 (well the FireRed titlescreen can only be 240 because of how it was programmed), you can replace the "Pokemon" logo tileset and tilemap with your new image. It will cover up the other stuff (although you may want to replace those with blank images) and will be in 256 color mode.
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At 083BFB74: E5 11 00 00 F0 09 00 00 DA 21 00 00 CF 31 00 00 At 080789F2: 20 22 00 00 D0 21 At 08078A1C: 01 49 00 F0 00 F8 08 47 XX XX XX 08 XX XX XX is Code:
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However, when applying these changes to a clean FireRed, it results in a black screen on the titlescreen. Have any ideas? (even though a black screen could mean just about anything XD) |
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Try At 08078A1C: 00 49 08 47 XX XX XX 08 instead of the other thing |
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