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Pteryx
02-05-2008, 06:23 PM
Do the two extra sprite palettes' Csets have any special purposes? I'm aware that palette 1's Csets 6, 7, and 8 are by default used for the Cset swaps for the blue, red, and gold rings respectively by default, but I've also noticed that extras 9, 10, 11, and 12 match the defaults of main 6, extra 6, extra 7, and extra 8, and wonder what they're typically used for. Also, what of the others? -- Pteryx

Joe123
02-05-2008, 06:57 PM
Aquamentus (l/r) - ESP 1 cset 0
Gleeok (x heads) - ESP 1 cset 1
Digdogger (x kids) - ESP 1 cset 2
Dodongo (with cset fix) - ESP 1 cset 2
Dodongo (BS) - ESP 1 cset 2
Ganon - ESP 1 cset 3
Link with Blue Tunic - ESP 1 cset 6
Link with Red Tunic - ESP 1 cset 7
Link with Gold Tunic - ESP 1 cset 8
Game Icon 1 - ESP 1 cset 9
Game Icon 2 - ESP 1 cset 10
Game Icon 3 - ESP 1 cset 11
Game Icon 4 - ESP 1 cset 12
Gleeok 2 (x heads) - ESP 1 cset 13
Patra (BS) - ESP 2 cset 15

C-Dawg
02-06-2008, 07:54 PM
Can we access these special CSets in the editor yet, and use them for purposes unrelated to what they're intended for?

Joe123
02-06-2008, 08:04 PM
Yes, in a roundabout way.

In the enemy editor, you can make an enemy that use a sprite palette.
So make an invisible enemy that uses an ESP CSet, then make a tile in 8-bit mode that uses CSet 14 (which is where the ESP CSets are loaded to), and put the invisible enemy on the screens with that tile.