While I am
new to ROM hacking, I'm far enough in my project where I don't think it was a good fit for the newcomers board; instead I've got a pretty specific technical question I'd like to get some help with if anyone can.
I'm doing a straightforward hack of Mega Man 2, just reskinning Mega Man to look like my cousin Corey. So far, I've been using Tile Layer Pro, HxD hex editor, NES Palette Editor, FCEUX emulator debug tools, and on one occasion, Nesticle 0.42. I've successfully changed the Mega Man sprite's color palette throughout the entire game, as well as the color palettes for each of the weapons. The new Corey sprite has blue eyes, so I changed the face tiles so that the color previously assigned to white for Mega Man's eyes is now blue, and the Corey face sprite shows blue pupils with no surrounding white (basically, from Mega Man's black/white/skin palette to Corey's black/blue/skin palette).
Here is a mockup of the sprite, but it looks exactly like this in-game.
Also, I used the text table found on DataCrystal to edit the text in the opening sequence and in the game, but there were only tables for those two areas, and neither of them worked for the end credits. So with a little digging around, I found the table for the end credits and added it to the page a couple of nights ago. Hope it helps somebody else! http://datacrystal.romhacking.net/wiki/Mega_Man_II:TBL
Here are the issues that I'm having now:Because I reassigned Mega Man's white to blue for Corey's eyes, other places in the game also began referencing blue where it should have been white. In most cases, it was in enemy sprites, and I was able to edit the tile so that the blue was replaced with another color in its own palette and look good enough to pass.I ran into a bigger problem, though, when I noticed that the Dr. Wily sprites for the final battle sequence are blue, also. Most of the tiles that make him up are black/white/skin, so they apparently share the palette with Mega Man's face (black/white/skin). Since I replaced Mega Man's white with blue, Wily shows up like this:
So he's all blue instead of white, except
for that one tile with his foot, which obviously references another palette to allow for the pink socks, or whatever they are, which are the way they look originally.
For the next few points, here is the original Mega Man weapon upgrade screen sprite:
The helmet is one palette (white/light blue/dark blue), the face is another (white/light skin/shadow skin), and the body is another (light blue/dark blue/gray, for the floor shadow).
I've been able to change the sprite and palettes to match the Corey sprite:
I've also changed the weapon color palettes so that instead of two colors changing, only corey's shirt/shoes/hair (what's brown) change, and his skin tone remains the same color. Here he is after Item-3; instead of red/white, he's red/skin:
This also translates to in-game, here's an example of Heat Man's weapon. Instead of red/yellowish, he's red/skin:
Again, the issue I'm having is with color palette assignment, this time on the ending sequence. Although I've been able to change all these palettes within the game, the ending sequence seems to reference another palette I've had trouble pinpointing. So, even though it's different at the weapon upgrade screen and in-game, the end credits sprites (which I haven't completely edited to look like Corey yet) must
be pulling their color information from elsewhere.
Here's you can see blue on Mega Man's face around his mouth and eyes, meaning it references the same palette as the face sprite for the weapon upgrade screen, which I changed from (light skin/skin shadow/white) to (light skin/blue/white) for Corey's blue eyes. Also, the only different tiles from the weapon upgrade screen are the shoulders up, but for some reason the Corey tiles are still referencing a blue palette instead of the brown one.
Same goes for this last helmet shot, I don't know why it's still blue:
Same goes for the weapon palettes; here's Heat Man's normal red/yellowish palette even though I've changed the in-game from yellow to a skin tone (but you can see the blue from the altered face sprite palette):
So I need help finding and changing these palettes! The method I've used so far is FCEUX's PPG Viewer, which shows the tiles and palettes being displayed in real-time as the ROM is running, finding the hex values for the color palette I want to change, searching for the string of hex values with the HxD hex editor, and then double-checking and changing them to what I want with NES Palette Editor.
Even in the case of the ending sequence palettes, where I already know
what hex values Mega Man's blue palette are (0F 2C 11, in most cases), my search for that hex sequence doesn't return me anything. So I need help in finding and changing the main Mega Man palette from blue to brown, and then finding the palettes for the boss weapon colors that Mega Man cycles through during the ending sequence. As well as the color palette for that last helmet shot.
Also, if there is a way, in the case of the Dr. Wily sprite, for me to actually change the reference data for the tile.
In the case of that last battle with Wily, he's sharing a palette with my Corey sprite, and the blue eyes are a must. So is there a way to redirect the Wily tiles so that they'll reference a different palette altogether?
I'm really sorry to have written a novel on my first post, guys, but this is my first time ROM hacking and I've really, really
enjoyed the project! I'm hoping you will have answers and suggestions for me. And please, please, assume that I have no idea what I'm doing, explain things like I'm 5, ask me any possible question you think might lead me in the right direction. I'd like to surprise my cousin with this, so I really want to make it as complete as possible. Thanks in advance!!!