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Update Logo for MegaMan Legends 2 in Demo Loading Screen #58
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Found the texture data, it's in Here is the TIM data:
As a sidenote it looks to be 4 bit (0 - 15) indexed image. |
Now that we're here, we can make a few notes. First, we're going to need to track down the palette data. This likely means that we can scan through Second is that since the texture contains a lot of other sprite information, we're not going to want to replace everything. We're going to need to store the decompressed data, encode and replace the palette as well as that part of the texture and then replace them back into the file. |
The weird part is when I try to do a test by updating the palette at I'm trying to think of an approach for how to address this. I think the cheesy approach might be to update the texture to be a grid. That would give me exact colors being used when drawn on the screen, and then i could search through the files or ROM for those specific colors to see if I come up with anything. As a backup, i think that would mean that i could atleast encode the Miku logo using the existing colors if I'm not able to track them down. |
After changing both the palette and the logo, neither of them worked. It looks like I might need to do a larger scan to look for everything without a palette. It looks like the file is also in |
I think for approach, we can make a small logo file that is 96 x 40. We can encode it and then we can over-write the bytes in from the original texture. |
I wasn't able to locate this model by looking around normally. I'm going to check in
DEMO.BIN
andTITLE.BIN
to see if i can find anything.The text was updated successfully, but these errors were encountered: