08-03-2012, 01:17 AM
Whoa Mighty Jetters. I didn't know one could actually change the memory data there, I always went along with cheat codes
Anyway let me drop in to present a way to get a probably more permanent/fast way.
You know the VBA's cheat thingy? Add as a code:
05000000:5AA2
(Works for any game as it really just sets a memory slot)
That basically does the same as Mighty Jetters method, it changes the first palette slot to a different color. If you don't like 5AA2, change that to something else. 0-9, A-F hexadecimal value.
If you want to change the first palette index of each 16-color palette ramp (background and sprite), use this:
They're really simple, I put them together them back then when I was ripping Lufia graphics by hand.
As for explanations:
AAAAAAAA:VVVV
(probably also VV, VVVVVVVV, ....)
A (8 hex digits 0-9, A-F) is the memory address (ROM data starts at 08000000 by the way) and V (hey digits) is the value that shall be written to the given address.
Anyway let me drop in to present a way to get a probably more permanent/fast way.
You know the VBA's cheat thingy? Add as a code:
05000000:5AA2
(Works for any game as it really just sets a memory slot)
That basically does the same as Mighty Jetters method, it changes the first palette slot to a different color. If you don't like 5AA2, change that to something else. 0-9, A-F hexadecimal value.
If you want to change the first palette index of each 16-color palette ramp (background and sprite), use this:
They're really simple, I put them together them back then when I was ripping Lufia graphics by hand.
As for explanations:
AAAAAAAA:VVVV
(probably also VV, VVVVVVVV, ....)
A (8 hex digits 0-9, A-F) is the memory address (ROM data starts at 08000000 by the way) and V (hey digits) is the value that shall be written to the given address.