Ah. I see. The reason for that is that the tile attribute data and the palette attribute data are separate like Silver X mentioned before.
xB6E2 is the palette data.
-I have figured out what several values do already
-- 81 to FF: defines a number of proceeding entries with different values.
--- EX: 81 CC = set 1 entry to CC; 84 55 99 AA 0A = set the following four entries to these values.
-- 41 to 80: defines a number of repeated entries.
--- EX: 41 CC = set 1 entry to CC; 44 AA = set the next 4 entries to AA.
-- 21: this one seems to fill the remaining entries with a single value.
--- EX: 21 00 = fill all remaining entries with 00.
xB550 is the tile data.
-I don't remember these too well, but it's fairly easy to decipher by futzing around with the values in FCE's hex editor.
Almost there, dude...
Thanks for the hint.
I managed to change the palette of some tiles.
The tiles are 16x16 pixels boxes, and the palettes affect 16x16 pixels.
I wanted to see if I could somehow manage to make the attributes to only affect 8x8 pixels, but I haven't got any luck.
Anyway, I am quite happy with the progress made so far.
The attribute data for the tile of letter "D" is xB6F4 and the one for "E" is xB6F7.
Thanks for the constant help and hints!
July 15, 2014, 02:53:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I simply replaced the above HUGE letters with the little ones, I haven't screwed with the palette data for that part yet, will try to do so.
I still have that pending and I have to think what to do with the little konami letters in white.
Any ideas of further improvement?
This is as close as I could get to your design...
I think that is it.
I managed to change the upper section to a somewhat close palette to the original, but not the exact one.
It does the job anyway.
I couldn't think of anything to add in the middle section, so I left that in blank.
Any suggestions, I'm open to ideas