That's probably because you are putting in "out of range" values that trick the SNES into loading what isn't really a pallete. Rather than a pallete it just loads whatever it happens to find.DKCplayer wrote:Also, I found a code that does EXACTLY the same thing except for DKC3. (...) Problem is, some values contain palletes that isn't in actual levels/not in game at all.
DKCplayer wrote:01 - Background of Mainbrace Bonus (Blue storm)
Simion32 wrote: This may sound a bit technical, but here goes... The number you are using for the code is multiplied by 2, and then the result is added to a predetermined value to get a memory address. Whatever number is stored at this address, is the pallete's location within the same area of memory (I do believe it's called a bank). So basically it uses a "table" of pallete locations and looks up an entry from the "table".
Just thought I'd give some of my technical musings on this matter.
I really didn't think you'd try to figure that out...DKCplayer wrote:... lets see... (Murmers while thinking) carry the 2... ... ... Never mind.
Simion32 wrote:Pallete Paralysis sounds like a good name for a level! I wonder what on earth said level would be like..
Yep, it's possible. You wouldn't run out of room either, because levels will be able to be taller than 512 pixels.Jomingo wrote:And you'd also have to make big jumps to faroff platforms to reach KONG letters and Life Balloons, and there could be Zingers and Neckys bugging you the whole time too. I like it. I hope this would be possible with the DKCLB.
Simion32 wrote: I've taken the initiative to make a level ideas thread, so we can post our ideas/thoughts there instead of chattering off-topic.
Arich wrote:Could you find the pallete code for Belcha's Barn?
DKCplayer wrote:
7E1B57??
24 - Riverside (Green grass)
49 - Riverside (Dark)
It's 73 for Bobbing Barrel Brawl.Arich wrote:Could you find a code for the Bobbing Barrel Brawl Riverside Pallete?
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