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ROM Hacking Discussion / Re: PalMod: color hacking for fighting games
« on: May 14, 2022, 06:49:31 pm »
Hey Preppy,
Thanks a lot for the links and the reply !
I started looking into the hacking of 3S and RE and it does look interesting, I think I noticed some small task I could tackle... I'm just a bit hesitant to commit right now.
I'll mos def have some free time in the coming months, but not just yet.
For the tinted palettes every single item in the game except for the characters and health bar portraits have a tinted/shadow duplicate.
Namely :
- the backgrounds... it's used for the shadows under the chars and the super art freeze (huuuge amount of palettes to edit and manually enter every time you want to replicate a change you made in the "normal" background palette)
- the portraits, as you noted
- the icons from the select screen (I think they use the same palette as the next item below, I list it just to be thorough)
- the icons from the warrior path (with the white/grey gradient behind the character icon)
- the win / loose backgrounds (I'm a few versions late as I lacked time this past month, but last time I checked, palmod was still missing the grey one used for 12. I found the address in my old files [0x0070B480 to 0x0070B520], it's a bit too wide, but that did the work... note that I was too lazy to try and find the tinted version of it...)
- the select screen background the blue arrows and cursor selectors (not 100% sure for the last two), the final score font, icons, special points (I think), etc...
Most get activated when P2 hits start.
To replicate the tinted palette here is the only method I'm currently aware of, maybe there is some mathematical way that could make it easy, but I never could figure it :
1) I open my freshly modified .png image in photoshop (portrait, background, icons... either edited in palmod or in photoshop, for backgrounds, mostly)
2) I select everything on this image except for the uniform background colour
3) I create a new layer atop, in multiply mode and fill it with a uniform mid-grey (RVB : 124, 124, 124)
4) flatten and save as .png
5) go to ESN's and download the desired item in one form or another (I mean normal image, or tinted version, with the matrix palette or any other available, it doesn't matter)
6) in photoshop I paste my edited greyish item on top of ESN's to match the exact pixel width or image position/formatting, this will allow to re-import it on the site (for Icons we did a full page with every icon, not individual images for each char icon as they are in palmod now)
7) re-import the image on ESN's site to get the colour code from the image... provided that part of the site still works
8 ) sometimes I have to the change the header that will not match palmod's (Remy's portrait)
Or most likely, if we're speaking of something big like a background, or the whole icons sheet, I have to paste it on a text file, count separate 256 or 512 chunks of characters, add the needed header for palmod code aaaaaaaaaaand paste it back in palmod, block by block if we're talking backgrounds. For the icons I also had to figure which code bit was which icon as we used a sheet with all icons on it and the code generated on ESN's will have all icons one after the other.
A bit cumbersome, isn't it ?
If you could figure how to easily replicate the colour modifications that happen when you add a mid-grey layer in multiply in photoshop and automate the process, that would be great.
Of course some people will want to do something more with it, like playing a bit more with the colour saturation, or whatever, but since your script is optional I think it's more likely that it would save every one a lot of time and stale effort.
Twelve is another battle, no rush for anything
Thanks a lot for the links and the reply !
I started looking into the hacking of 3S and RE and it does look interesting, I think I noticed some small task I could tackle... I'm just a bit hesitant to commit right now.
I'll mos def have some free time in the coming months, but not just yet.

For the tinted palettes every single item in the game except for the characters and health bar portraits have a tinted/shadow duplicate.
Namely :
- the backgrounds... it's used for the shadows under the chars and the super art freeze (huuuge amount of palettes to edit and manually enter every time you want to replicate a change you made in the "normal" background palette)
- the portraits, as you noted
- the icons from the select screen (I think they use the same palette as the next item below, I list it just to be thorough)
- the icons from the warrior path (with the white/grey gradient behind the character icon)
- the win / loose backgrounds (I'm a few versions late as I lacked time this past month, but last time I checked, palmod was still missing the grey one used for 12. I found the address in my old files [0x0070B480 to 0x0070B520], it's a bit too wide, but that did the work... note that I was too lazy to try and find the tinted version of it...)
- the select screen background the blue arrows and cursor selectors (not 100% sure for the last two), the final score font, icons, special points (I think), etc...
Most get activated when P2 hits start.
To replicate the tinted palette here is the only method I'm currently aware of, maybe there is some mathematical way that could make it easy, but I never could figure it :
1) I open my freshly modified .png image in photoshop (portrait, background, icons... either edited in palmod or in photoshop, for backgrounds, mostly)
2) I select everything on this image except for the uniform background colour
3) I create a new layer atop, in multiply mode and fill it with a uniform mid-grey (RVB : 124, 124, 124)
4) flatten and save as .png
5) go to ESN's and download the desired item in one form or another (I mean normal image, or tinted version, with the matrix palette or any other available, it doesn't matter)
6) in photoshop I paste my edited greyish item on top of ESN's to match the exact pixel width or image position/formatting, this will allow to re-import it on the site (for Icons we did a full page with every icon, not individual images for each char icon as they are in palmod now)
7) re-import the image on ESN's site to get the colour code from the image... provided that part of the site still works
8 ) sometimes I have to the change the header that will not match palmod's (Remy's portrait)
Or most likely, if we're speaking of something big like a background, or the whole icons sheet, I have to paste it on a text file, count separate 256 or 512 chunks of characters, add the needed header for palmod code aaaaaaaaaaand paste it back in palmod, block by block if we're talking backgrounds. For the icons I also had to figure which code bit was which icon as we used a sheet with all icons on it and the code generated on ESN's will have all icons one after the other.
A bit cumbersome, isn't it ?
If you could figure how to easily replicate the colour modifications that happen when you add a mid-grey layer in multiply in photoshop and automate the process, that would be great.
Of course some people will want to do something more with it, like playing a bit more with the colour saturation, or whatever, but since your script is optional I think it's more likely that it would save every one a lot of time and stale effort.
Twelve is another battle, no rush for anything
