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palace graphics
The Palace Graphics & Palettes editor allows you to control which graphics and palettes get loaded for each palace.
Zelda 2 loads graphics and palettes based on which overworld connection
ID transfered Link to the Palace. The game expects to use IDs 52
,
53
, 54
and 55
for transfers to Palaces. In the vanilla game,
the palaces and connections are arranged as:
Palace | Overworld | Connection |
---|---|---|
Palace 1 | 0 | 52 |
Palace 2 | 0 | 53 |
Palace 3 | 0 | 54 |
Palace 4 | 1 | 52 |
Palace 5 | 2 | 52 |
Palace 6 | 2 | 53 |
Palace 7 | 2 | 54 |
The game does not perform any bounds checking when looking up graphics and palettes, so it is possible to use connection IDs outside of the expected range.
When tranfering Link to a Palace, the game will map the specified CHR
bank to the PPU and load the specified pallete into the PPU.
The astute reader will note that:
-
The game really loads CHR bank
2*bank
and2*bank+1
, but whats a factor of 2 between friends? -
The palette offsets are all multiples of 16. The ROM stores all of the palace palettes next to each other. A complete palette is 16 bytes long.