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North American SNES button color hacks?

Started by Vague Rant, June 11, 2013, 09:21:40 AM

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Vague Rant

I'm Australian-born and most accustomed to the Japanese/European SNES coloring (blue, green, red, yellow) rather than the North American (lavender, purple). Nowadays I usually play US-NTSC games because nobody wants to play games in slow-mo, but then I'm disappointed any time that region's drab, uniform buttons appear. I mean no offense to people who like them, but I'd prefer not to encounter them.

Because of this, I occasionally wonder if anyone's ever gone to the fairly pointless effort of replacing them with their more colorful counterparts. I did find the Super Mario RPG: PAL Version hack which seems to do this, but it also makes a number of other changes that went beyond what I was looking for, so I decided to see if I could replicate those minor changes myself, as the game's battle menus are a great candidate for de-borifying.  Fortunately, the palettes remained static in location between the Japanese and North American ROMs, so I was able to replace them reasonably easily by working from giangurgolo's doc_palettes.txt.

If anyone wants to make the same changes:

Menu Button Palette (255256-25526F)
FF 7F 0C 00 36 16 3A 27 48 26 E3 11 07 49 63 44 00 20 3F 29 DB 1C A6 04 C1 08

Bowyer Fight Button Palette (255C6A-255C83)
FF 7F 0C 00 52 4A 29 25 48 26 E3 11 07 49 63 44 00 20 3F 29 DB 1C D1 00 C1 08



(Technically this is a shot from the Japanese game, but I promise it works. I just didn't feel like getting to the Bowyer fight for a screen cap.)

I haven't bothered uploading the patch to the database because it's such a small and derivative change, not to mention one that was already achieved elsewhere. I can put it up if anyone really wants it in patch form, otherwise it's easy enough to do manually.

Anyway, I'm curious if anyone has done this with any other games. Off the top of my head, there's the instructional screens in Super Mario All-Stars (+ World), the key config screens in Pocky & Rocky 1 and 2 and the tutorial in the latter, and the controller settings icon in Yoshi's Island (but not the actual controller settings screen, so ... what?). I don't exactly have an exhaustive list, though, so I'm sure that there are plenty more. From a quick search, it looks like another title with an in-game SNES controller is Battle Clash, the Super Scope game.

Just to clarify, I'm fully aware that this is a trivial concern. Obviously the controllers aren't seen often even in games where they do appear and it's clearly not a dealbreaker. I just think it's nice to see the Super Famicom/PAL SNES design restored where possible.
I've got nothing to say, but it's OK.


Rafaelele

I've been dying to find an NSTC-U
colored menu like this! Can you release the patch?

Asaki

Quote from: Vague Rant on June 11, 2013, 09:21:40 AM
Just to clarify, I'm fully aware that this is a trivial concern. Obviously the controllers aren't seen often even in games where they do appear and it's clearly not a dealbreaker. I just think it's nice to see the Super Famicom/PAL SNES design restored where possible.

I think these are cool, I was thinking about doing some myself, but never got around to it.

I grew up with USA SNES, but I've always thought the purple scheme was kind of lame looking. I always use the InterAct Superpad, which is weird because I usually don't like third party controllers.

KingMike

That Breath of Fire II minigame where you have to push the "red" and "yellow" buttons. :P
(Somehow despite owning an asciiPad, which some argue was the best third-party licensed controller) I still didn't put that together what the instructions meant as a kid. (probably since I usually only used said controller for games where it's actually useful and I used the stock controller otherwise)
"My watch says 30 chickens" Google, 2018

Asaki

#5
Long time, no post!
Here's a friendly bump, I was playing some Super EverDrive last night and remembered this thread.
Here's a fix for the options menu in Joe & Mac!

Location in ROM:
JUE = 0x00012995

Colors:
  J = 1C 00 00 70 80 03 9C 03
UE = E7 34 32 7E 32 7E E7 34


Looks like it was a lazy US to PAL release, they kept the purple buttons in!

February 15, 2021, 10:52:35 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Super Mario All-Stars, the main menu uses the full 256 color palette...so I changed the graphic and the palette to match the PAL version, but now there are stray green pixels from the Y button in a few places (noticeable on Mario's side on the SMB3 box art). Unsurprisingly, that art is all compressed, so it would take a bit of work to fix.

Pocky and Rocky 1 and 2, the palettes themselves seem to be compressed. Ugh.

Yoshi's Island, I don't see any palette changes, and the sprite itself, like most graphics in the game, is compressed.

I'll keep a lookout for other (hopefully easier) games I can do.

Here's a good one, PILOTWINGS!

  U = 0x0001EF49 (lesson select screens)
  U = 31 46 EF 3D 1A 68 1A 68 E0 03 7F 7D 7F 7D 00 00
  E = 31 46 EF 3D 1F 03 18 00 E0 03 9F 03 1F 00 00 00

  U = 0x0000AF3C (B button during demo)
  U = 7F 7D
  E = FF 02

  U = 0x0000AF45 (A button during demo)
  U = 7F 7D
  E = 1F 00


As far as I can tell, the game never uses the Y or X buttons.

Asaki

Quote from: Asaki on February 15, 2021, 04:35:34 AMUnsurprisingly, that art is all compressed, so it would take a bit of work to fix.
Well now, I don't know what I was talking about, I took another look at this game(s) today and those graphics are not compressed at all!
I finished it all up (well, starting from scratch anyway), fixed three pixels on the red A button that the PAL version missed, and fixed those black pixels on the "E" of "THE LOST LEVELS" small print.

I did SMAS+SMW too; that one was a lot easier since there were no palette changes at all, just graphics.

https://www.mediafire.com/file/yrr29xfk927djht/smas_btns.zip/file



mikael43

Hello ,

It would be cool to have the pal buttons on donkey kong country 2 and 3 usa version to be in real 60 hrz.

Thanks again for your work.  :thumbsup:

Asaki

Quote from: mikael43 on September 29, 2022, 08:34:37 PMIt would be cool to have the pal buttons on donkey kong country 2 and 3 usa version to be in real 60 hrz.
I'm looking at DKC2, but it looks like the graphics are compressed, so it would be trickier to figure out.
Is the game select screen the only time it pops up?

Where are the buttons in DKC3? I haven't found them yet.

KingMike

The only place I immediately recall was the Simon minigames, but those WEREN'T localized for NA.
"My watch says 30 chickens" Google, 2018

mikael43

There are oddities in pal for example starwing (star fox europe) pocky and rocky it's the usa controller in the menus there must be other example.

The international super star soccer it would be cool for the deluxe version usa version to have the buttons pal it would allow to have the game in ntsc *60 hrz without having recour patch 60 hrz on a version pal.

I prefer a modification on a usa version which are almost identical to a pal version most of the time than to have recourse to a 60 hrz patch on a non optimized pal game which will not guarantee me the same behavior.

Asaki

StarFox is a good idea, but there's some compression there, so it'll take some work. I'm still learning how to use debuggers.
I've found quite a few games, it would probably be a good idea to document them here. Some games actually have the data for both regions locked away in the ROM...Earthworm Jim actually has different graphics for PAL and Japan, most games don't bother.

Quote from: mikael43 on October 01, 2022, 02:36:07 AMThe international super star soccer it would be cool for the deluxe version usa version to have the buttons pal...

ISSD was pretty easy, it was just palette hacks. Let me know if I missed any:

INTERNATIONAL SUPERSTAR SOCCER DELUXE (U)

ROM location = 0x0004E272
 U = F2 49 8F 3D 2C 31 4D 35 C9 24 4F 3D EB 2C
 E = 94 52 31 46 CE 39 EF 3D 6B 2D A0 4C BA 01

ROM = 0x0004E29A
 U = 4F 3D EB 2C B9 01 0F 14
 E = E0 15 16 10 3D 02 14 18

ROM = 0x0004E2A4
 U = 60 7E BF 7F F9 66 F1 41 96 5A 8D 35 FE 76 99 65
 E = 60 7E FF 7B 16 5F 4E 3E D4 52 CB 2D E0 7D 9F 03

ROM = 0x0004E2B6
 U = FE 7A 99 65 BF 03 15 24
 E = 40 17 1F 30 9F 03 1A 18



NES Boy

This reminds me of this awkward attempt at localizing this bit in EarthBound:


Asaki

Well Yoshi's Island and Star Fox shouldn't be -too- difficult, there are utilities and -some- documentation...
I got Yoshi's Island figured out, but the program that's specifically for that game recompresses -ALL- of the graphics, so it would be a VERY large patch. I'm going to look into ways to only replace what I need to, I just don't know what address to recompress the file to yet.

I made some headway on Star Fox, but I only found the graphics, not the palette.
Star Fox has both the J palette (at 0) and the U palette (6) loaded...
If I could -find- the palette, the easy way would be to just copy the J palette over the U one and call it a day.
If I were to do it the -proper- way, I would figure out how to change which palette gets assigned to the sprites as they're loaded into OAM...but that's something I still haven't learned how to do =)
I can only stare at debugger logs for so long before I realize I'm getting nowhere and need to find something productive to do.

Looking at the SNES debuggers, I can't even figure out where the VRAM/OAM stuff is, to keep a look at it. GBA and NES it's pretty easy to jump right where you want, but looking at SNES all I'm seeing is 0s where I'm told it should be. vSNES shows what I need, but that's not much help (or is it?).
But my brain's not in tip-top shape at the moment, so maybe I'm just misunderstanding something.

Quote from: NES Boy on October 04, 2022, 01:17:08 AMThis reminds me of this awkward attempt at localizing this bit in EarthBound:
Oh lol, I'm guessing they refer to the buttons by color in the original Japanese?

Asaki

#14
I do need to change the Y/X button graphics, I'm pretty sure they're compressed, but I'll post this anyway.

BUGS BUNNY: RABBIT RAMPAGE (U)

0x000EF680 (blue/green)
  U = B1 59 9A 7E B1 59 9A 7E
  J = 00 58 E0 7D 20 12 87 2F

0x001541E0 (red/yellow)
  U = 07 34 0F 50 D6 4E FF 7F 07 34 0F 50
  J = 13 00 1F 1D D6 4E FF 7F 97 02 FF 03

0x001542C4 (highlight colors)
  U = 1F 57 FF 7F 1F 57 FF 7F 1B 3A 1F 57 1B 3A 1F 57
  J = 31 7E D6 7E 49 37 F0 53 31 7E D6 7E 49 37 F0 53

0x001542E0 (more highlights)
  U = 1B 3A 1F 57 16 00 1F 00 1B 3A 1F 57 16 00 1F 00 CD 2D 52 3A
  J = 9F 31 9F 4E 16 00 1F 00 1B 23 FF 23 9F 31 9F 4E 1B 23 FF 23


Asaki

Star Fox =)

https://www.mediafire.com/file/oumogq40qxi6m7w/sf_btns.zip/file



Of course, one of the compressed files was the graphics, and the other was the nametable, so all I had to do was adjust the nametable to point the tiles to the correct palette. It's so obvious!
Getting everything to recompress back where it belongs was the hard part...I'm pretty sure Lunar Compress was trying to put them in the wrong place =|

I was going to make an additional patch that has the SFC logo on the controller, but it's not compressing small enough to fit. Oh well.