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User talk:Blaziken257: Difference between revisions

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--'''[[User:MysteryHeff|<span style="color:Blue">MỸŠŦЄЯỸЊӘҒҒ</span>]]''' <small><sup>[[User Talk:MysteryHeff|<span style="color:Orange">H@CK3R</span>]] [[Special:Contributions/MysteryHeff|GUY]]</sup></small> 02:54, 18 January 2009 (UTC)
--'''[[User:MysteryHeff|<span style="color:Blue">MỸŠŦЄЯỸЊӘҒҒ</span>]]''' <small><sup>[[User Talk:MysteryHeff|<span style="color:Orange">H@CK3R</span>]] [[Special:Contributions/MysteryHeff|GUY]]</sup></small> 02:54, 18 January 2009 (UTC)
=== Regarding Donkey Kong Land III (GBC) Water Palettes ===
You mentioned [http://datacrystal.romhacking.net/wiki/Donkey_Kong_Land_III:Notes#Color_Palettes here] that things go wrong when editing palettes for levels with programmatically-drawn water (Haunted Hollows and Ugly Ducting). If you're referring to the fact that one of the colors used by the said water can't be changed in the conventional way, then know that it's possible if you know where to look. I'm sorry if you already know this.
The water is drawn by changing one of the palette colors at a particular scanline. The function that does this is hard-coded for the only 2 levels with programmatically-drawn water and is located at <tt>0x34F5</tt>. The part that actually changes to the water palette is at <tt>0x3510</tt> and <tt>0x351E</tt> for Haunted Hollows and Ugly Ducting respectively.
0x3511: Bits 0-5 are the palette index of the water color for Haunted Hollows (ranges from 0x00-3F).
0x3515: Byte 0 of the water color for Haunted Hollows
0x3519: Byte 1 of the water color for Haunted Hollows
0x351F: Bits 0-5 are the palette index of the water color for Ugly Ducting (ranges from 0x00-3F).
0x3523: Byte 0 of the water color for Ugly Ducting
0x3527: Byte 1 of the water color for Ugly Ducting
--[[User:Shiny|Shiny]] ([[User talk:Shiny|talk]]) 14:23, 2 December 2014 (EST)

Revision as of 19:23, 2 December 2014

Hey

Hi, I'm MysteryHeff, I was just wondering if you could help me with a sort of project I'm doing, it is to fix the Pokemon hack articles, please reply on my talk page, if you want more info just ask me.--MỸŠŦЄЯỸЊӘҒҒ H@CK3R GUY 02:08, 17 January 2009 (UTC)

well its not really hacking the roms, (I am trying to clean up some of those articles) its mainly things like this:

and I need help creating these ones:

Pokemon Red-Blue Pokemon Gold/Silver Pokémon Third Generation Pokémon Fourth Generation

The reason I need help with the other generation pages is because I know nothing about this:

Known Dumps

  • Pokemon Edicion Rubi (S) [h1]
  • Pokemon Edicion Rubi (S)
  • Pokemon Edicion Zafiro (S) [h1]
  • Pokemon Edicion Zafiro (S)
  • Pokemon Pinball - Ruby & Sapphire (E) (M5)
  • Pokemon Pinball - Ruby & Sapphire (J) [hIRff]
  • Pokemon Pinball - Ruby & Sapphire (J) [hIR]
  • Etc.

--MỸŠŦЄЯỸЊӘҒҒ H@CK3R GUY 02:54, 18 January 2009 (UTC)

Regarding Donkey Kong Land III (GBC) Water Palettes

You mentioned here that things go wrong when editing palettes for levels with programmatically-drawn water (Haunted Hollows and Ugly Ducting). If you're referring to the fact that one of the colors used by the said water can't be changed in the conventional way, then know that it's possible if you know where to look. I'm sorry if you already know this.

The water is drawn by changing one of the palette colors at a particular scanline. The function that does this is hard-coded for the only 2 levels with programmatically-drawn water and is located at 0x34F5. The part that actually changes to the water palette is at 0x3510 and 0x351E for Haunted Hollows and Ugly Ducting respectively.

0x3511: Bits 0-5 are the palette index of the water color for Haunted Hollows (ranges from 0x00-3F).
0x3515: Byte 0 of the water color for Haunted Hollows
0x3519: Byte 1 of the water color for Haunted Hollows

0x351F: Bits 0-5 are the palette index of the water color for Ugly Ducting (ranges from 0x00-3F).
0x3523: Byte 0 of the water color for Ugly Ducting
0x3527: Byte 1 of the water color for Ugly Ducting

--Shiny (talk) 14:23, 2 December 2014 (EST)