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Author Topic: Tiny Toon Adventures palette woes  (Read 1768 times)

Midna

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Tiny Toon Adventures palette woes
« on: October 29, 2013, 02:11:13 pm »
I've been sprite-editing the NES game based on Tiny Toon Adventures for a while now. I want to make the Buster Bunny sprite on the world map that appears between stages the following palette (in hex):

00 03 20 24

But for some stupid reason Konami decided to hard-code the Buster map sprite's palette to be permanently 00-16-20-21, meaning said palette appears nowhere in the palette-editing tool I've been using (NES Palette Editor). I can change the colors temporarily using FCE Ultra's hex editor, but resetting changes them back to 00-16-20-21.

Any ideas?

KingMike

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Re: Tiny Toon Adventures palette woes
« Reply #1 on: October 29, 2013, 02:54:27 pm »
If searching in the ROM 16-20-21 doesn't work, it's probably hardcoded.
Try looking around for A9 16 ** ** ** A9 20 ** ** **
(that is LDA #$16 STA ???? LDA #$20..., possibly STA $2007 to write directly to palette RAM, or else to somewhere in RAM if the game buffers VRAM write data to RAM before writing to VRAM)
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Midna

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Re: Tiny Toon Adventures palette woes
« Reply #2 on: October 29, 2013, 04:50:56 pm »
Edit: As it turns out, the culprit was a rogue 28162021 at 0xA74B-0xA74E in the ROM's code. Works like a charm now, thanks!

KingMike

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Re: Tiny Toon Adventures palette woes
« Reply #3 on: October 30, 2013, 11:05:06 am »
Just to note, I would generally ignore the first color in an NES palette when searching as that is effectively a "transparency" color.
"My watch says 30 chickens" Google, 2018