I am trying to change the underwater cheep-cheeps to a shade of green (to the one the mountains share) instead of gray. It seems the cheeps share the same color gray as the bloober outline, castle bricks, and anything underwater supposed to be green, is there a tool i could use to change each color individually instead of messing with 6502? Also I've tried yy-chr but red and green cheeps share the same sprite, so that cannot bo used, thanks.
Look for the three colors of the cheep-cheep in order, and try changing the value of the grey within the group of three colors. There will be trial and error, as that same group could represent instructions.
There is a tool
NES Palette Editor that may help visualize this sequence. Using an emulator that lets you view the palette in real-time will help you see which values are being used during that part of the game.
I do not think the bloopers use the same palette as the grey cheep-cheeps so this should not be a problem.
actually i tested it on nestopia 1.40u6 in the palette editor, and I changed the grey to pink and the outline to bloober also changed though bloober's color is white, it also affects castle stages...
is there a tool to just change Cheep's color, or how would i find the hex editor area?
your tool does not seem compatible with win7 ultimate
I belive it doable with FCEUX and a hex editor:
find 10 30 27 in the ROM, And correct it to 1A 30 27!
It worked, how did you do that in FCEUX (as I also wanted to change the green to the Koopa Troopas in castle stages)?
Shanem wrote:
It worked, how did you do that in FCEUX (as I also wanted to change the green to the Koopa Troopas in castle stages)?
It is actually a simple thing, if you use the PPU viewer, the Palette Display values are under the Character Display.
Palettes are one of the simplest thing to hack ever, really!
EDIT: Koopas are 1C 36 17 in both castle and underground levels.
Here are what they mean
1C = Dark Cyan
36 = Light Peach
17 = Brown
Shanem wrote:
actually i tested it on nestopia 1.40u6 in the palette editor, and I changed the grey to pink and the outline to bloober also changed though bloober's color is white, it also affects castle stages...
You were likely changing the whole palette itself.
In world A-1, the Allstars version adds two star blocks above the last upside-down pipe, but fds version has the pipe hanging in mid-air (without two star blocks) at the end close to the flagpole, so can FCEUX tell me hex-wise what I need to do to add these two blocks? or some other tool I could use?
From what I see FCEUX does not have this feature, any more suggestions?
Shanem wrote:
From what I see FCEUX does not have this feature, any more suggestions?
Look under Debug > PPU Viewer, Contains both Character and Palette viewers,
Then, Look for values via your HEX editor (excluding color 0 of any palette slot, they are transparent!)
EDIT: What you originally did is change the .pal data (64 colors of the NES palette), What you want is the above ROM hacking method!
Actually I figured the palette, I was referring to my post from before dealing with World A-1... thanks though
Do you or anybpdy else know if FCEUX can do what I needed help with from my post about A-1?
FCEUX is a TOOL to hack the ROM, it won't do anything to help you otherwise. You have to use the tools it has to figure out and edit the ROM data the way you want.
I can't seem to get FCEUX to do what I need it to do at A-1 even with debugger/hex editor, I can't find the hex offsets. I am trying to upload a screenshot with the World in it and I tried Img, how do I upload screenshot? Also, anybody who knows SMB2J well enough, what other user-friendly hack tool could I use or where is the offset for this?
What you're trying to do is very difficult, or maybe impossible.
If I can search for SMB2J level editor and find this, so can you.
http://www.romhacking.net/utilities/522/It comes with very detailed instructions. It also comes with all the hex offsets you can stand, but you still need to learn the level format. Seems like you patch a standard SMB rom with 2J level data, make the changes you need, then put back. But here's the problem. You can't really add structures to the level with the tool, because the data will likely overrun into some other data. For any other hack this wouldn't be a problem. You could steal an object from elsewhere. But if you want to preserve everything else, you've got a problem on your hands. I'm sure it's
possible to do someway, but it's not going to be anything even close to user friendly. If you want these problems solved, you must learn to solve them yourself.
More stuff: It's not just the pipe at the end. The pipe near the second set of hammer bros also has the two blocks added in.
In the SMB2 disassembly by Beneficii, There are 4 switches of data:
MAIN (also, Level Data and Sound Engine part 1),
DATA2 (game over, etc.),
DATA3 (Levels part two, etc.)
DATA4 (Ending, Sound Engine 2, etc.)
Get it from Gil Galid's Game Source Code Website (Onyxite seems to be the ALT name of Beneficii?):
http://gilgalad.arc-nova.org/vgscr/fds/smb2.zip
Hamtaro126, sent you a PM.
mikejmoffitt sent you a PM with quick question.