![]() green=the palette we want the sprite to use instead Here's a visual guide to Puzzledude's repixeling method in question Darkprince!ġ- Open your decompressed graphics file with it.Ģ- Look at the three colored rectangles in the picture above I know Conn!! What I meant to say is that your method combined with Puzzledude's is the best of both worlds! We can finally make use of all the palettes! Including the ones on the right in your chart!! otherwise most of the time it's better to work without a header! Also all hex addresses in the guide are for a rom without header along pretty much all posts in here! The only Zelda 3 tool I have which needs a header to work is zcompress (for decompressing and recompressing the graphics. For instance, you can repixel the blue bomb (sprite) into anything compatible to a global blue palette (8 colours), but red is not among them (belongs to global red pal).I learned something new today! I knew this worked for the items recoloring but never though about doing the same thing for sprites! This will actually help me really much Puzzledude!Ĭonn's method is also a good thing to know, but repixeling is much easier on my partĬan't help you with that specific problem as I just read those posts from conn and PuzzleDude just now. You have 16 of them, half of them repeat, so 8 colours for a sprite. It is importaint what pixel do you use in yy-chr. To determine or set the pal of the new sprite it is all about the pixeling. Puzzledude wrote:The soldiers don't have hardcoded palettes. Please forgive me if I'm asking an obvious question.) I'm the graphics editor and not the hack creator for a reason. (I'm a newbie when it comes to Zelda 3 hacking. How would I go about doing that? Do some sprites that have 2 stages (like this guy, or perhaps the Armos) have a second byte somewhere, or is there a second palette table? Nothing I've tried changes the bushless form's palette. I followed the directions and found his palette byte, but it only alters the frames while he has the bush on his head. But when I pull the bush off his head, his body switches to the blue soldier's palette. While he has the bush on his head, he appears just fine, in the right palette (green soldier) and everything. But right now, I'm trying to overwrite the Bushcrab with a Deku Scrub. ![]() To start, I was able to replicate what you did with the blue soldier just fine, no problem. I'll watch out for that now.Įdit: I'm still having a bit of trouble. I never thought the issue was because of the header, though. So is it better to have a header or not have a header for a hack? Mostly so I can find a rom without one if I need to, to make it easier to list the steps Zack would need to take once we're ready to do this on his end of things. How do we tell the Deku scrub to use his palette, and not the Octorok's? If another enemy on screen uses the same palette as the original Octorok (like the Octobomb, the one that floats in the air and explodes), and we have green soldiers on the map too, both palettes will be available for the sprite to use. But how do they know which palette of the two to use? And how do the Debirandos and Tentacles use the red and blue soldier palettes when they aren't in the palette set? And what does the second set of enemy palettes do?Įdit: An example of a situation we'll run into when we're importing new enemies: Say we have a Deku Scrub that uses the green soldier's palette, and we want to overwrite an Octorok. Okay, I understand how to change which palettes are available in a certain area, but how do I tell the sprite which palette to use? To use the guide's example, in the Desert Palace, it has a green palette and a purple palette, which are used for the Beamos, the Leevers, and the Rocklops. ![]()
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