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Samus' Energy Icon

Started by Mettyk25jigsaw, January 09, 2016, 03:44:05 AM

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Mettyk25jigsaw

I am wanting to change the palette row Samus' energy icon on the hud uses, I know how to change the palette colors of course but I am wanting to use a different set, I suspect they would be 2bpp. Any help would be greatly appreciated, thankyou...
   By the way, I am talking about the set in actual gameplay and not the one on the pause screen, I believe they are using a different palette set..

Black Falcon

001BD4 ($80:9BD4) - 30 34 - Tile to use for depleted energy tanks

001BDD ($80:9BDD) - 31 28 - Tile to use for full energy tanks

   YX = 8x8 tile number
   PP = property byte

[spoiler=explanation]

Quote from: Status screen Guide by DC
--Tile Table Byte Explanation--
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Tile Tables consist of 2 bytes, like 4E 2A. The first byte is the tile number used in the tileset that the table uses. Row 1 of the tile table goes from 00-0F, row 2 is from 10-1F, and row 3 is 20-2F, and so on. If you open an unheadered rom in a tile editor and scroll down to D3200 and change to view to gameboy mode, you can see how this is done a lot easier. In the example 4E 2A, you see that tile 4E (to the right of the 'S' tile) is a blank tile.

For these tiles, and probably all but the Gameboy Mode tiles for Layer 3, the second byte consists of 4 things all together as one: The Palette Number, the Tile Flip, the Priority Bit, and the Tile Page. You get this byte number by adding the 4 parts together, like, for our example, 4E 2A, you can only get the 2A by having a palette number of 08, a flip of 00, a priority bit of 20, and a tile page of 02: 08 + 00 + 20 + 02 = 2A. It's actually a bit more complex than that (binary explains why), but this is the easy way, and the only way you really need to know.

-> The Palette Number can only be: 00, 04, 08, 0C, 10, 14, 18, 1C

-> The Tile Flip can only be:
      00 - No flip
      40 - Horizontal flip
      80 - Vertical flip
      C0 - Horizontal and vertical flip

-> The Priority Bit can only be: 00 or 20
      00 - Places tiles behind layer 1, layer 2, and sprites.
      20 - Places tiles in front of layer 1, layer 2, and sprites.

-> Tile Page can only be:
      00 - Page 1, Tiles 1-256    (tiles 00-FF for the whole tileset)
      01 - Page 2, Tiles 257-500  (tiles 100-1FF for the whole tileset)
      02 - Page 3, Tiles 501-756  (tiles 200-2FF for the whole tileset)
      03 - Page 4, Tiles 757-1000 (tiles 300-3FF for the whole tileset)
[/spoiler]

Don't worry about the extra property stuff, what you want is the palette bit, but keep in mind that only the first two palette rows you see in SMILE can be used for the HUD palette, ie there's no way to make it use the same palette as for instance blue or red doors use.
And no, the pause screen routine uses the same routine as in normal gameplay, so any changes you make affect the appearence of HUD elements in the pause screen as well, except for the actual color values.

Hope that helped  :^_^:

Mettyk25jigsaw

Thanks BF It worked, now I can use those former palettes the En.Icons were using for something else and at the same time not have the energy tank icons almost not visible as I wanted the 08 palette No. to be almost completely black, I don't see anything else using this, so it should be all good... :^_^: