skawo |
Posted on 12-09-16, 09:08 am (rev. 2 by skawo on 12-09-16, 11:04 am)
|
Karma: 19807 Posts: 854/1100 Since: 04-02-13 |
...Well, I should have tested it before I said so.
This happens now: https://www.dropbox.com/s/whqk8jbo8ei7619/Screenshot%202016-12-09%2010.07.01.png Fixed it with this unsavoury method, but, :l
repl_020BD2A0_ov_00: |
MeroMero |
Posted on 12-09-16, 11:45 am
|
Death by cuteness
Karma: 6589 Posts: 595/598 Since: 05-01-13 |
You don't have to use ASM Hacks for this.
What you have to do is to follow those steps: _LZ Decompress d_2d_UI_O_1P_course_select_b_d_ncl.bin _Open that file in Hex mode _Select All and Copy _Then open UI_O_1P_course_select_o_ud_ncl.bin in Hex mode _Select from offset 0x1E00 to 0x1F1F included _Paste, Save and exit _LZ Compress d_2d_UI_O_1P_course_select_b_d_ncl.bin This will modify Palette 15's 9 first rows. Due to the ASM Hack, UI_O_1P_course_select_o_ud_ncl.bin last 4 palettes are the ones who are actually used as the 4 main palettes while in the Worldmap. I know this is at best a suboptimal method, I'll give you that, but it was either that or I would still be banging my head trying to figure how to properly load d_2d_UI_O_1P_course_select_b_d_ncl.bin while UI_O_1P_course_select_o_ud_ncl.bin was being tampered with by the ASM. |
skawo |
Posted on 12-09-16, 12:21 pm (rev. 1 by skawo on 12-09-16, 01:10 pm)
|
Karma: 19807 Posts: 855/1100 Since: 04-02-13 |
I see.
Is there anything wrong with how I did it, though? |
MeroMero |
Posted on 12-09-16, 02:31 pm (rev. 1 by MeroMero on 12-09-16, 02:32 pm)
|
Death by cuteness
Karma: 6589 Posts: 596/598 Since: 05-01-13 |
Short answer: nothing wrong
Long answer: I'm nitpicking here but yeah technically there is a mistake, albeit one that bears 0 consequence, so it will go unnoticed by the casual player but Sub Screen SPR PAL should be the same as Main Screen SPR PAL, but when loading the Worldmap from the Title Screen, Sub Screen SPR PAL is not updated. It does work as it should when loading from a level exit however. |
poudink |
Posted on 03-08-19, 07:43 pm
|
Giant Red Paratroopa
Not Edible Karma: 3386 Posts: 796/1447 Since: 02-12-16 |
Thierry |
Posted on 03-08-19, 09:58 pm
|
この記号は… 解読できないよ…
Karma: 6341 Posts: 2532/2788 Since: 01-17-13 |
this happens when you left a file LZ compressed/decompressed one too many times from its original state. this occurs when you either forget to undo a LZ compression after editing, or accidentally compress something random while you're not looking.
those over/undercompressed assets tend to shift palettes around, resulting in broken visuals (from what I can tell). I recommend you export a NMP patch to have NSMBe list all the edited files within your ROM. note that onto notepad. |
poudink |
Posted on 03-09-19, 01:08 am (rev. 2 by poudink on 03-09-19, 01:28 am)
|
Giant Red Paratroopa
Not Edible Karma: 3386 Posts: 797/1447 Since: 02-12-16 |
This didn't happen before started messing with this code hack and I only messed with one file's LZ compression after I applied it, which I made sure to return to normal afterwards. I could still try the nmp method, but 90% of the rom's graphic files would show up in the log.
EDIT: You are more than likely right, though. The graphical glitches still happen after removing the code hack and the files that come with it. EDIT2: Fixed it. _________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. |