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[ASM & Hex] JPAN's Special 0x18B

Squeetz

ROM Hacker
  • 191
    Posts
    11
    Years
    So JPAN's modified use of this showfossil special lets us display uncompressed images from a table located at 0x1A4600.
    I followed the format he provided in the hacked engine doc and set var 0x8004 (the table value) to 0, but no matter what I do, the image displayed in-game is a bunch of garbage-OWs.
    [PokeCommunity.com] JPAN's Special 0x18B
     
    Alright, I recompiled the source for the special hack and re-applied it to the rom.
    Now, the image is displayed, but with no colors:
    [PokeCommunity.com] JPAN's Special 0x18B

    One would think the palette is wrong, right, but it does load, into slot D, however:
    [PokeCommunity.com] JPAN's Special 0x18B


    And here's the source for his modified special:
    Spoiler:
     
    i'm tempted to think that dynamic palettes are forcing the sprite to use the palette in 0x3 while the special itself loads the palette to 0xd
    how to fix?
    modify the original special itself (data before 9d504 or something ahaha) to load the palette into palette 0x3 because there isn't really a reason that, under those circumstances, more palettes would be present
     
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