Usually though if you can get into another room or just before you start a new level/minigame/battle and maybe step out of a menu then you will be at a point where it swaps a palette in or out.Ĭommissions are rare - ROM hacking itself already walks a fairly fine line and adding money to the mix just makes lawyers perk up, not to mention for the time taken then the costs can be rather high (market rates for someone able to debug closed source code for an obscure machine. **many emulators will have a palette viewer and you can select "update in real time". It is then usually just a matter of getting to a point just before the data you care about is loaded into the palette section**, making a savestate, telling the emulator to break on write (by the way the guide is for vba-sdl-h but these days most would suggest the graphical no$gba debugger, the logic behind the actions it takes though are the same between emulators here, and for that matter most other debuggers you will likely ever see), then either looking back up to see a nice read (might be the CPU read, might be BIOS related, might be DMA) that fetched it from the ROM or repeating for that until you get back to a read of that data from the ROM. It is not usually a massively complicated affair it is not like you are spotting subtle bugs, optimising code to fit something else in, expanding the scope of a game in some weird way, or watching an algorithm play out to create something like the likes of which tend to need some measure of familiarity with assembly coding. If the simple methods already covered are not doing it for you and if you absolutely must find it for a given game, and it is one of the more complex types (be it from animation, generation or compression), then be prepared to have to go full bore ROM hacker, or consult one. Not everything uses animations or has correction options and you can get pretty far by searching the ROM for the palette as you snatch it from RAM/savestates, often even with ones that see simple animations you can still use snippets of it (if like Mr Driller 2 it is just the one colour that gets cycled for rainbow blocks then the static aspects of the palette will likely be there somewhere). To that end the only point and click palette editors you will find will be for individual games that people have gone in and fished out the location of. This will be for PC though as most ones for embedded devices have limited options here, and terribly unlikely to do anything on hardware. *said emulator might have the option for filters of certain types. Not to mention there are multiple graphics modes with slightly different takes on palettes if you want to view it that way ( Hardware Overview ). Though most such things should not change it in the long run (still should be colours to edit or base colours for it to later do maths on).Ĭlick to expand.GBA palettes are software defined (no more prebaked list of colours you can feed an emulator* or something) and frequently altered at runtime for purposes of colour correction, certain types of shading effect, simple animation, more complex animations and other such purposes. Main problems will be compression (nobody really compresses palettes as they are so small but it is a possibility), palette animations (I usually suggest Mr Driller 2 or Summon Night 2 as examples) or selectable palettes (I believe Final Fantasy Tactics has something here, but normally summon night 2 is where I would look). You can also try simply dumping the palette from RAM (tiled2002 might even be able to pull them automatically from savestates, various emulators also have the option) and searching the ROM for that or a fragment thereof. Most of the restorations are from SNES games as the SNES uses the same palette format so it is easy enough to transfer across, though I suppose no different than most games.įinding a palette in a game varies somewhat ![]() ![]() ![]() I usually use crystaltile2 (it sticks it in its hex editor ) and tiled2002 ( ). ![]() Various tile editors will have the option to pull the palette from various parts of the ROM, import and export various palettes and inject it back in when the time is right.
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