I don't think you need to wait for the tutorial, the Robocop
screens are handled in a simpler way than the Hummer
ones, so distributing its pallets should not be a complicated task.
I will omit how to customize the screens and what is the process to edit the overlay sprite, by time and because surely you handle that information better than me:
The first thing you should locate are the palettes, which as a general rule are usually found at the end of the data on each screen and in this case it is not the exception since they are found from 0x05d50
:Note: I am not sure I fully cover the palette data, I did it very quickly.
In this case, as you can see, I have replaced all the data with $E4
The information necessary to color 4
independent sectors of the screen is stored in each of these values:
Luckily thanks to the NES Palette Table Calculator
, there is no longer any need to do the calculations manually, for example, the palette with which I colored this screen is the following:(Distribution of pallets)
On the other hand, the dark gray areas are those that, although they exist, it is not possible to see when running the game, since despite the fact that each screen has a resolution of 256x240
it can only be viewed 256x224
In addition, the space marked with the question marks is a sector that, although technically it would be reached by the color distribution, this does not exist:
Also, as you may notice, all the palettes are written in sequence. Knowing all this, it is only a matter of calculating the new color distribution and applying it
Edit: Observing the screenshots with the naked eye, I can say that it is more than likely that the color configuration starts from the visible area of the screen and the configuration that I have described responds more to the bad programming of the first bootegles Hummer.