;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; ; Here's a patch that fixes some quirks of Yoshi's Island and adds some new things as well. ; ; Patch was made by me, Rykon-V73, but the hex edits were provided by some other users, such as Shiny Ninetales, Doggycharly, ; ; Blumiere, Romi, Yoshis Fan, Mattrizzle, tehaxor69, CD Productions and myself. ; ; To add a certain patch to your hack, remove the semicolon and apply. Any user who downloads this may update this ; ; .asm file with other hex edits. Credit the 5 people mentioned above. ; ; Remove the semicolons to apply the new addendums. Not all fixes are good. ; ; For sprite palettes, it's recommended to leave the first value alone. ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; org $00853D ; db $04 ; ;- makes music header setting E play the "Welcome to Yoshi's Island" music. org $01B259 ; db $02 ; org $01C288 ; db $00 ; ;- disables the message that pops up when you lose Baby Mario for the first time. org $01C28B ; db $80 ; org $02941F ;- disables the tutorial message that pops up when you pass the 1st Middle Ring in the game. db $80 ; org $039BAD ;- disables the pause when Yoshi eats a watermelon. db $00 ; org $04E1AE ; db $1F ; ;- disables the welcome level and start directly on the map after the intro scene. org $04E1B4 ; db $00 ; org $05A087 ;- makes Naval Piranha's small form immune to eggs. db $6B ; ;org $06E1F8 ;- makes the large sewer ghost spawn infinite Shy Guys, instead of stopping when you have full eggs. ;db $EA,$EA,$EA,$EA,$EA,$EA,$EA ; ;org $0ADA27 ;- amount of times an egg will ricochet. Default value is [63]. Change the "3" to change the number of bounces. ;db $63 ; org $02A7DD ;- changing to 80 makes Yoshi able to play bonus games. Thanks Romi and original was D0. db $80 ; ;Thanks S.N.N. for the edit below: org $049066 ;- Rate that a sprite generated from a pipe will pop out. Lower number = faster generation. db $90,$00 ; org $0EB534 ;- disables the tutorial message that pops up when you get your first flower in the game. db $80 ; org $0FBCCB ; db $00,$00,$00 ; ; org $0FBDFB ;- disables the story cutscene before the title screen. db $EA,$EA,$EA ; ; org $0FBED1 ; db $F0,$00 ; org $10897F ;- sound that plays when "Nintendo Presents" shows. (You can change the sound effect. For example: 00 - no sound, 01 - pause SFX 1, db $09 ;02 - pause SFX 2, 03-04 - no sound and so on. org $108D9C ;- prevents Yoshi to face left in the selected levels (which are 1-5, 2-7 and 5-7 by default). db $00 ; org $108DA2 ;- disables the intro stage's Welcome message. db $80 ; org $17A82E ;- fixes a bug where Green Yoshi's position shifts on the World 1 and World 3 map when exiting from the Extra level. db $2E ; org $179954 ;- disables two things: the intro scene and the welcome level, starting directly on the map (when starting a new game). db $1F ; org $0AA21B ;- changes the spinning log palette to whatever you desire. db $08 ; org $3FA064 ;- fixes Pink Yoshi's palette (weird shading) in game. db $B5,$24,$55,$3D ; org $3FED72 ;- fixes Pink Yoshi's palette (weird shading) in the intro cutscene. db $B5,$24,$55,$3D ; ;org $0CE9FE ;- red coins will ALWAYS use the red palette. ;db $02 ; ;The 4 values were found by Shiny Ninetales and thank you. org $0781B8 ; db $25,$00 ;- makes the Egg Plant shoots sprite 24.(thanks Shiny Ninetales)(sprite F4 on X=0) org $0782F9 ; db $22,$00 ;- makes the Egg Plant shoots sprite 23.(thanks Shiny Ninetales)(sprite F4 on X=1)(the 2nd number is used to indicate if sprite surpasses 100) org $078250 ;- change what the Egg Plant shoots when you do a ground pound near them.(sprite F4 on X=0) db $25,$00 ; org $078347 ;- change what the Needlenose Plant shoots when you do a ground pound near them.(sprite F4 on X=1) db $22,$00 ; ;org $17D199 ; ;db $30 ; ; ;org $17D477 ; ;db $30 ; ;- changing these values makes the Bonus icon appear green when the level is incomplete and displays a slash when no score has been set. ;org $17D4AF ; ;db $30 ; ; ;org $17D73C ; ;db $30 ; ;org $17DD4E ;- How many icons flip when clicking score icon the 1st time. ;db $09 ; ;org $17D65D ;- How many icons flip when clicking score icon the 2nd time. ;db $09 ; ;org $17A6F2 ;- How many icons to flip over after beating a level. Change to 0A to flip the bonus icon too. ;db $0A ; ;org $17E027 ;- Which map icon reveals scores ;db $0A ; ;org $0CE569 ;- boss palette pointers after transformations(3 bytes each). If you change the bosses' location, you need to edit the pointers to fit the levels.(example: $CA,$A5,$5F - Burt the Bashful; $22,$21,$70 - Salvo the Slime, Bigger Boo, Roger the Potted Ghost and so on) ;db $CA,$A5,$5F,$22,$21,$70,$22,$21,$70,$22,$21,$70,$A2,$21,$70,$22,$21,$70,$06,$A6,$5F,$22,$21,$70,$82,$21,$70,$8E,$A5,$5F,$42,$A6,$5F,$C2,$21,$70; ;org $0CDAFA ;- music battle for every boss battle(excluding the bank)(for x-4 boss music, use 0A and level header setting 3 or 5; for x-8 boss music, use 0C here (or 0A for longer intro found in piranha/raven battles) and header setting 7 or 8.) ;db $0A,$0C,$0A,$0C,$0A,$0A,$0A,$0C,$0A,$0A,$0A,$0C; ;org $0CE58D ;- boss palette pointers before transformations(3 bytes each). If you change the bosses' location, you need to edit the pointers to fit the levels.(example: $02,$21,$70 - Burt the Bashful; $22,$21,$70 - Salvo the Slime and so on) ;db $02,$21,$70,$22,$21,$70,$82,$21,$70,$22,$21,$70,$22,$21,$70,$22,$21,$70,$A2,$21,$70,$22,$21,$70,$82,$21,$70,$42,$21,$70,$42,$21,$70,$02,$21,$70; ;org $0F9C4D ; ;db $3F,$00 ; ;org $0F9CCF ; ;db $3F ; ;- these values modify Tap-Tap the Red Nose's transformation sequence to work outside of 6-4. ;org $0F9DF2 ; ;db $3F ; ;org $0FA00D ; ;db $3F ; ;Credit to tehaxor69 for the few hex edit below. ;org $06A2E8 ;- gives a key to Burt the Bashful ;db $A3 ; ;org $04BB7C ;- gives a key to Bigger Boo ;db $A3 ; ;org $0EF810 ;- gives a key to Prince Froggy ;db $A3 ; ;org $06AB59 ;- gives a key to Marching Milde ;db $A3 ; ;org $02D770 ;- gives a key to Sluggy the Unshaven ;db $A3 ; ;org $0FA5B6 ;- gives a key to Tap-Tap the Red Nose ;db $A3 ; ;org $068CB5 ;- removes a key from Salvo the Slime ;db $9C ; ;org $0285D4 ;- removes a key from Roger the potted Ghost ;db $9C ; ;org $02F1F9 ; ;db $9C ; ;- removes a key from Naval Piranha normally (#1) and after the "OH, MY!!!" scene (#2) ;org $0086D8 ; ;db $9C ; ;org $01A00B ;- removes a key from Hookbill the Koopa ;db $9C ; ;org $0FB72D ;- removes a key from Raphael the Raven ;db $9C ; ;You can enable keys for every boss (in case you didn't modify the 12 hex edits above) by using: ;org $02E064 ;- the X-4 scene is shorter than the X-8, it will cut off after the wipe out effect ;db $EA,$EA ; ;org $00B34A ;- Affects which world loads the alternate graphics table for levels. Default is 0A: World 6. (i.e. World 6 evil dirt is affected) ;db $0A ; ;org $00BA3B ;- Affects which world loads the alternate palette table for levels. Default is 0A: World 6. ;db $0A ; org $018F0D ;- Hookbill the Koopa's HP, multiplied by 2 (default is 06 = 3 HP) db $06 ; org $02B9C4 ;- affects what the grinder with the torpedo(bomb) throws db $60,$00 ; org $02B9C9 ;- affects what the grinder with the cactus throws(changed to yellow needlenose) db $E5,$00 ; org $02CB28 ;- Froggy's acid generator. db $F9,$00 ; org $079530 ;- What sprite Snifit spits. db $14,$01 ; org $0E94C6 ;- What a Shyguy-carring Goonie launches. It's recommended to leave the normal values or else the game will crash. db $1E,$00 ; org $02E4B5 ;- Naval Piranha's HP. db $06 ; org $03DFCF ;- Balloon with a cactus-generator. db $74,$01 ; org $03E08C ;- Balloon with a bomb-generator. db $75,$01 ; ;Thanks to Doggycharly for the 2 values below: org $0CC32E ;- What sprite gives when Balloon Boo is destroyed(X=1). I changed mine to a super star. db $88,$00 ; org $0CC30D ;- What sprite gives when Balloon Boo is destroyed(X=1). I changed mine to a crate holding a key. db $03,$00 ; ;org $01DE94 ;- Sound all messages make when they appear. ;db $00,$00 ; ;If you didn't apply BTD6_Maker's Rotating doors patch and want to change the default values, then you can do it below: ;(thanks, Romi) ;org $0F891F ;- Screen exit info for rotating doors(4 bytes per door: 1st byte: destination level; 2nd byte: X position; 3rd byte: Y position; 4th byte: entrance type) ;db $B8,$05,$77,$00,$C6,$07,$7A,$00,$CD,$05,$5B,$00,$D3,$00,$77,$06; ;More changes.(thanks, Mattrizzle) org $05C5E7 ;- Enemies from '?' bucket(Bandit, Coin). Not sure if this works. Original was 20 00 15 01. db $20,$00,$15,$01; org $0F835B ;- Crazy Dayzee Colors(Yellow, Yellow, Blue, Purple, Yellow, Blue, Purple, Yellow) db $02,$00,$02,$00,$04,$00,$08,$00,$02,$00,$04,$00,$08,$00,$02,$00; org $0489B8 ;- Shy Guy colors(I changed 05 to 09 for pink.)(former order:green, red, yellow, pink) db $01,$00,$03,$00,$05,$00,$09,$00; More ;org $11806A ;- What music plays during Mini-Battles.(You may want to be careful when you use this!) ;db $02,$00 ; org $1994B5 ;- Fixes the incorrectly colored tile on the seesaw holder. db $11 ; org $0EBEC3 ;- Palette used by the Brown Chomp Rock. db $08 ; org $17E18E ;- Button sequence that unlocks the Mini-Battle menu.(A - $80,$00; B -$00,$80; X - $40,$00; Y - $00,$40) db $40,$00,$40,$00,$00,$40,$00,$80,$80,$00; org $17E013 ;- Button that must be held for the duration of the X X Y B A Mini-Game code (default is 20 - Select) db $20 ; org $0DCB11 ;- Baby Bowser's HP (untransformed). If you change this, also change the value at $0DF133 to this value minus one. db $06 ; org $0DF133 ;- [02] Affects how many hits Baby Bowser can take before the game plays the defeat sound effect. Should be one less than Baby Bowser's HP ($0DCB11). db $05 ; org $0DD940 ;- Giant Baby Bowser's HP. Use with $0DD980. db $09 ; org $0DD980 ;- Giant Baby Bowser's HP. Use with $0DD940. db $09 ; org $05A33C ;- How fast Piranha Plants chomp. db $08,$00 ; org $03BCBC ;- A sound effect used when throwing an egg?. Original: 20, 00. db $20,$00 ; org $0AA000 ;- Palette of the balloon pumper. Original was 05 00. You should leave the first value alone. db $05,$04 ; org $0AA11C ;- Palette of the spiky mace. Original was 02 00. db $02,$02 ; org $0AA11E ;- Palette of the 2x spiky mace. Original was 02 00. db $02,$04 ; org $0AA1C6 ;- Palette for the rounded cactus. Original was 05 00. db $05,$02 ; org $0A9F72 ;- Palette of the lunge fish. Original was 02 02. db $02,$04 ; org $0A9FE6 ;- Palette of the wild piranha plant. The former: 02, 02. Watch out for the stem! db $02,$04 ; org $0A9FC2 ;- Palette of the upside-down wild piranha plant. The former: 02, 82. Watch out for the stem! db $02,$88 ; org $0AA074 ;- Palette of the hint block. Former values: 04 02. db $04,$06 ; org $0AA140 ;- Palette of the snifit. The former: 05 00. db $05,$08 ; org $0A9F1C ;- Palette of the closed door. Original was 07 00. db $07,$02 ; org $0AA040 ;- Palette of the door. Original was 07 00. db $07,$02 ; org $0A9F58 ;- Palette of the rotating doors. It's recommended to share the same palette as the door. Original was 06 00. db $06,$04 ; org $0A9F3E ;- Palette of the boss door. Original was 07 02. db $07,$00 ; org $0AA0AE ;- Palette of Bowser's boss door. The former: 07 02. db $07,$04 ; org $0A9FB6 ;- Palette of the locked door that's used to lead Yoshi to Mini Battles. It's recommended to share the same palette as the door. The former: 07 00. db $07,$02 ; org $0AA17C ;- Palette of the locked door that remains opened when unlocked. It's recommended to share the same palette as the door. The former: 07 00. db $07,$02 ; org $0A9F68 ;- Palette of the key. The former: 05 02. The Baron von Zeppelin's key uses the normal palette. db $05,$02 ; ;The following values are reserved for most winged clouds. org $03C818 ;- Winged Cloud that generates a watermelon. Changing the 2 values below makes the ? cloud spawn other sprites. The former: 07 00. It gives a green sprite. db $25,$00 ; org $03C81A ;- Winged Cloud that generates a fire watermelon. The former: 09 00. It gives a red sprite for the most part. db $60,$00 ; org $03C81C ;- Winged Cloud that generates an ice watermelon. The former: 05 00. This works with some sprites. db $22,$00 ; org $03C804 ;- Winged Cloud that generates a door. Original: 93 00. db $9E,$00 ; org $03C73E ;- Winged Cloud that generates a key. Original 27 00. I made it spawn a piranha plant. It works, but it's slow. db $66,$00 ; org $03C8D6 ;- Winged Cloud that spawns a !-switch. Original: 9D 00. I made it spawn a dizzy dandy and it works. Works with some sprites. db $99,$01 ; org $03C6EC ;- Winged Cloud that spawns a Bandit. Original: 20 00. Some sprites don't work, because of some tiles that are missing or they turn back to Bandit. The kaboomba works for example. db $0A,$00 ; org $03C690 ;- Winged Cloud that spawns an FX-less flower? Original: 10 01. I set it to a red coin and works. db $65,$00 ; org $03C799 ;- Winged Cloud that spawns stars. Original was A2 01. I was able to make the coins spawn right. db $15,$01 ; org $03C7F6 ;- This value controls the amount of stars that spawn from the address above. The former: 05 00. db $02,$00 ; ;The values below fixes the closer used by Salvo the Slime and Naval Piranha Plant. The first 3 are for the 2nd boss: org $01A4A3 db $EA,$EA,$EA,$EA org $01A4D7 db $EA,$EA,$EA,$EA org $01A510 db $F0 ;and the last 4 are for Salvo: ;org $01A41B ;db $EA,$EA,$EA,$EA ;org $01A449 ;db $EA,$EA,$EA,$EA ;org $01A450 ;db $EA,$EA,$EA,$EA ;org $01A427 ;db $F0 ;The values below (3) fixes the one way blockers problem. (thanks, tehaxor69) org $0A92CC ;- Collision size set on load db $10 ; org $0D9F3D ;- Collision size set on open db $18 ; org $0D9F94 ;- Collision size set on close db $10 ; ;The following edits make Burt the Bashful have raised HP. You need to make a few hex edits. I'll provide them for you. Read Yoshis Fan's tutorial for explanation here: https://smwc.me/669957 org $069E29 ;- this is the first step of the tutorial. db $03 ; org $0697BB ;- this value is used when Burt has 9 HP. To increase it, calculate (HP - 1)*2 in hex mode and place you value in the db bracket. db $10 ; org $06A033 ;- this value is also important. Calculate 8/(your HP/6) in decimal mode, cut every number behind the comma off, convert it into hex and write it in the db bracket. If a number is close to the next upper number, round the value off. (in my case, in hex, 5,333 = 5 or 05) db $05 ; org $06FEAC ; db $E0,$00,$D0,$00,$C0,$00,$C0,$00,$C0,$00,$C0,$00,$C0,$00,$C0,$00,$C0,$00; ; org $06FEBE ; db $00,$FA,$40,$FA,$80,$FA,$C0,$FA,$00,$FB,$40,$FB,$40,$FB,$40,$FB,$40,$FB; ; org $06FED0 ;- this one is very hard to explain. Read step 4 for details. I configured this for 9 HP. db $A6,$E7,$40,$E6,$40,$E6,$40,$E6,$40,$E6,$40,$E6,$40,$E6,$40,$E6,$40,$E6; ; org $06FEE2 ; db $DA,$E7,$D8,$A5,$D8,$A5,$D8,$A5,$D8,$A5,$D8,$A5,$D8,$A5,$D8,$A5,$D8,$A5; ; org $06FEF4 ; db $FA,$E7,$F6,$A5,$F6,$A5,$F6,$A5,$F6,$A5,$F6,$A5,$F6,$A5,$F6,$A5,$F6,$A5; org $069E5F ;- To complete the changes, pointers must be changed. I changed them to make the boss unbuggy. db $AC,$FE ; org $069E20 db $BE,$FE org $06A0C0 db $D0,$FE org $06A8D2 db $D0,$FE org $06A0EE db $E2,$FE org $06A8EA db $E2,$FE org $06A11C db $F4,$FE org $06A902 db $F4,$FE ;If you left the same changes, then you won't have an unbuggy boss. ;I tested this on my hack and it works. org $09F59C ; db $C0 ; ;- allows you to place mushrooms after lava. org $09F5A1 ; db $C0 ; ;Next you can change the colors of certain things, using hex values. I decided to do this myself, starting with Burt: org $3FE640 ;- Burt's skin colors. I left this unmodified. db $00,$00,$36,$19,$BA,$25,$1C,$2E,$7D,$36,$BE,$3A,$FE,$42,$1E,$47,$3E,$47,$5E,$4B,$7E,$4B,$9E,$4F,$BE,$53,$DF,$57; ;Every 2 bytes equals a color. To change a color, do this: Select for example $36,$19; remove the $s and comma and reverse the 2 numbers. You'll get: 1936. Now open Lunar Magic, select any level that works and select Palette Editor. Check Custom Colors, select a color(black would be good) and enter: 176, 72, 48 and hit Ok. Now, select the color and check the SNES RGB Value. It should say 1936. You can edit this color in order to make the color green. As an example, choose a color(black would be good) and enter: 62, 99, 29. Hit Ok and check the same RGB Value mentioned before. It should say 1188, a dark green color. Reverse the 2 numbers, 11 and 88, until you get $88,$11 and add it to the first 2 bytes. You should do this for the other colors or if you have a new color, then use that one. Now for the rest: org $3FE660 ;- Burt's pants' colors. I changed this one to match Keith's. db $00,$00,$94,$04,$6B,$1D,$AD,$29,$D6,$0C,$18,$15,$79,$21,$94,$46,$D6,$4E,$18,$5B,$3F,$3A,$FD,$31,$3F,$3A,$FF,$7F; ;(for original change, replaced every value with: $00,$00,$E0,$2C,$6B,$1D,$AD,$29,$43,$41,$85,$4D,$E9,$5D,$94,$46,$D6,$4E,$18,$5B,$8E,$76,$D0,$7A,$31,$7F,$FF,$7F) org $3FE7A6 ;- Burt's danger skin color before it deflates. db $00,$00,$4D,$00,$50,$00,$53,$00,$75,$00,$77,$00,$78,$00,$79,$00,$9A,$00,$9B,$00,$9C,$00,$9D,$00,$9E,$00,$9F,$00; ;Next are Burt's hands. They're 5 hex edits to perform. Edit the values below: org $3FE7DA ;- Burt's 1st cycle. For original palette, use: $9F,$00,$9E,$00,$9D,$00,$9C,$00. db $FF,$03,$7F,$13,$9B,$1E,$71,$0D; org $3FE7E2 ;- Burt's 2nd cycle. db $3F,$42,$5F,$46,$9F,$4E,$BF,$4E; org $3FE7EA ;- Burt's 3rd cycle. db $BE,$2D,$DF,$31,$1F,$3A,$3F,$3A; org $3FE7F2 ;- Burt's 4th cycle. db $39,$1D,$5A,$21,$7B,$29,$9C,$29; org $3FE7FA ;- Burt's last cycle. For original palette, use: $79,$00,$9A,$00,$9B,$00,$9C,$00. db $00,$15,$00,$30,$00,$45,$00,$60; ;Last are Burt's nose, feet, red cheek, eyes and hands' colors. It might be wise to leave the eyes as they are. Edit: org $3FA5CA ;- For original palette, use: $00,$00,$FF,$7F,$13,$00,$16,$00,$18,$00,$1B,$00,$DC,$0C,$5F,$47,$3F,$43,$FF,$3E,$BE,$3A. db $00,$00,$FF,$7F,$13,$00,$16,$00,$18,$00,$1B,$00,$DC,$0C,$AB,$7A,$28,$6A,$A5,$55,$22,$45,$08,$32,$08,$32,$08,$32,$08,$32; org $3FA5E8 ;- This address is not changed. You can edit it to your liking. db $00,$00,$5F,$3F,$BF,$32,$1E,$26,$7D,$19,$DC,$0C,$1B,$00,$1D,$2E,$5D,$32,$7E,$36,$BE,$3A,$88,$41,$88,$41,$88,$41,$88,$41; ;You should not touch the last 4 colors of the addresses above. ;Now it's Salvo's turn. He uses 2 whole palettes. Edit them, using the 2 addresses below: org $3FE9C8 ;- First palette of Salvo's body. Use $00,$00,$B8,$53,$DB,$5B,$FD,$67,$FF,$6F,$FF,$7F,$FF,$7F,$FF,$77,$FF,$6B,$FE,$67,$FD,$63,$FC,$5F,$FA,$5B,$F9,$57 for original palette. If you change this address, then better change the next one, too. db $00,$00,$AB,$7A,$EF,$7A,$33,$7F,$77,$7F,$BB,$7F,$FF,$7F,$9A,$7F,$56,$7B,$F1,$7A,$8C,$7A,$48,$76,$E3,$75,$A3,$65; org $3FE9E4 ;- Second palette of Salvo's body. Use $00,$00,$25,$25,$86,$2D,$E7,$31,$48,$36,$8C,$3A,$D0,$3E,$12,$43,$54,$43,$75,$47,$96,$4B,$B7,$4F,$D8,$53,$F9,$57 for original palette. If you change this address, then better change the one above, too. db $00,$00,$20,$08,$41,$10,$61,$14,$81,$1C,$82,$24,$A2,$28,$C2,$30,$E2,$38,$02,$41,$43,$4D,$63,$55,$83,$5D,$A3,$65; ;Bigger Boo should be below now. You can change his colors below. There are 2 addresses to edit. org $3FE840 ;- First palette of Bigger Boo. To use his regular colors, replace what's at db with $00,$00,$D3,$56,$36,$63,$79,$6B,$BB,$73,$DD,$77,$FE,$7B,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F and if you change his colors, then change the next address, too. db $00,$00,$B5,$0A,$F7,$0A,$18,$0B,$5A,$0B,$7B,$0B,$BD,$0B,$DE,$1B,$DE,$2B,$DE,$3B,$FF,$4B,$FF,$5B,$FF,$5B,$FF,$5B; org $3FE85C ;- Second palette of Bigger Boo. Use $00,$00,$E9,$34,$6C,$41,$0F,$4E,$71,$56,$B2,$5A,$F4,$5E,$35,$63,$77,$67,$BA,$6F,$DC,$73,$FD,$77,$FE,$7B,$FF,$7F for regular colors and if you change his colors, then change the colors at the above address, too. db $00,$00,$AA,$04,$0E,$09,$52,$0D,$96,$11,$FA,$11,$3E,$16,$5E,$1E,$7E,$22,$DE,$2E,$1F,$3B,$5F,$43,$BF,$4F,$FF,$5B; ;The 2 palettes of Roger the Potted Ghost should be edited below. If you change the palette, then change the other as well. org $3FE67E ;- Roger's 1st palette. Use $00,$00,$32,$5E,$37,$5E,$BC,$5E,$1F,$5F,$7F,$5F,$BF,$67,$FF,$6F,$FF,$77,$FF,$7F,$FF,$7F,$FF,$7F,$FE,$7F,$FD,$7F for originals. I excluded the pink color in this and the next address, since it's worthless. db $00,$00,$94,$52,$D6,$5A,$F7,$5E,$39,$67,$5A,$6B,$9C,$73,$DE,$7B,$FF,$7F,$FF,$7F,$FF,$7F,$BC,$77,$79,$73,$36,$6B; org $3FE69E ;- Roger's second palette. Use $00,$00,$E2,$2C,$04,$39,$46,$4D,$88,$59,$CB,$65,$4D,$72,$B0,$7E,$F4,$7E,$36,$7F,$78,$7F,$B9,$7F,$DA,$7F,$FC,$7F for originals. db $00,$00,$26,$29,$46,$2D,$67,$35,$87,$39,$A8,$3D,$C9,$41,$E9,$45,$2B,$4A,$4D,$52,$6F,$56,$B1,$5A,$D2,$62,$14,$67; ;Now it's time for something I should have done quite a long time ago. Post the colors for Prince Froggy's stomach. They're 2 addresses to edit. org $3FE802 ;- The stomach's 1st palette. To apply the regular colors, use $1F,$6B,$9F,$77,$FF,$7F,$FF,$7F,$9F,$77,$1F,$6B,$9F,$5E,$FF,$4D,$BC,$45,$58,$39,$14,$2D,$B0,$24,$6C,$18,$08,$0C and do change the other address if you have new colors. db $1F,$77,$9F,$7B,$FF,$7F,$FF,$7F,$9F,$7B,$1F,$77,$BC,$6A,$59,$62,$F6,$55,$94,$4D,$31,$41,$CE,$34,$6B,$2C,$08,$20; org $3FE822 ;- The stomach's 2nd palette. For regular colors, use $D9,$45,$97,$3D,$35,$39,$F4,$34,$B3,$30,$72,$2C,$31,$28,$0F,$24,$0E,$20,$0D,$1C,$0C,$18,$0B,$14,$0A,$10,$08,$0C and do change the address above if you have new colors. db $18,$60,$17,$5C,$16,$58,$15,$54,$13,$4C,$12,$48,$11,$44,$10,$40,$0E,$38,$0D,$34,$0C,$30,$0B,$2C,$09,$24,$08,$20; ;Both address above have an unused color that fortunately I didn't include here. ;We're not done. I found the address of the uvula and stomach acid and yes, one since all the colors are stored there. org $3FA4F8 ;- The palette of uvula and the acid. Use $00,$00,$FF,$7F,$92,$20,$39,$31,$9F,$39,$5F,$4E,$DB,$01,$BF,$02,$5F,$03,$FF,$03 for originals. This does affect Sluggy's heart, too. db $00,$00,$FF,$7F,$AA,$20,$BB,$31,$CC,$39,$DD,$4E,$DB,$DD,$BF,$CC,$5F,$BB,$FF,$AA ;I'm not done, as I found the 2 palettes for the other states Prince Froggy's in. Edit the 2 addresses below: org $3FE8B0 ;- The stomach's 1st affected palette. Apply $1A,$00,$1D,$00,$1F,$00,$1F,$00,$1D,$00,$1A,$00,$17,$00,$15,$00,$12,$00,$0F,$00,$0D,$00,$0A,$00,$07,$00,$04,$00 for normal colors and edit the other address if you changed something. db $20,$23,$80,$27,$E0,$2B,$E0,$2B,$80,$27,$20,$23,$E0,$1E,$80,$1E,$40,$1A,$E0,$15,$A0,$11,$40,$11,$00,$0D,$A0,$08; org $3FE8D0 ;- The stomach's 2nd affected palette. Apply $13,$00,$11,$00,$0F,$00,$0E,$00,$0D,$00,$0C,$00,$0B,$00,$0A,$00,$09,$00,$08,$00,$07,$00,$06,$00,$05,$00,$04,$00 for normal color and edit the address above if you changed something. db $A0,$15,$80,$15,$80,$15,$60,$11,$60,$11,$40,$11,$20,$11,$20,$0D,$00,$0D,$E0,$0C,$E0,$0C,$C0,$08,$C0,$08,$A0,$08; ;Even layer 3 of the stomach needs its own change. I found the 2 addresses. org $3FD94C ;- Layer 3 palette #1. Change $1F,$00,$12,$00,$04,$00 for originals and you should edit the address below if you changed a thing. db $20,$23,$80,$27,$E0,$15; org $3FD954 ;- Layer 3 palette #2. Change $0E,$00,$07,$00,$00,$00 for originals and you should edit the address above if you changed something. db $20,$11,$A0,$08,$00,$00; ;The above was for the affected state. Here are the layer 3 palettes for the regular state. org $3FC30A ;- Layer 3 palette #1. Change $FF,$4D,$14,$35,$04,$08 for originals and you should edit the address below if you changed a thing. db $59,$62,$4D,$31,$6B,$2C; org $3FC312 ;- Layer 3 palette #2. Change $35,$39,$8A,$1C,$00,$00 for originals and you should edit the address above if you changed something. db $20,$11,$C0,$08,$00,$00; ;Credit to Romi and CD Productions for finding the palettes for Marching Milde: org $3FE6BC ;- Marching Milde's palette. Use $00,$00,$51,$59,$F6,$69,$7B,$7A,$BD,$7A,$FF,$7A,$3F,$7B,$9F,$7B,$BF,$7B,$DF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$1F,$50; for originals. $1F,$50 is the magenta color. Don't change. db $00,$00,$1F,$59,$F6,$69,$7B,$7F,$BD,$7A,$FF,$7A,$CF,$7B,$9F,$7B,$BF,$7B,$DF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$1F,$50; org $3FA606 ;- Marching Milde's lip, shoe and cheek palettes. The Giant Milde uses the same palette as the Marching Milde parts. Use $00,$00,$FF,$7F,$9F,$7B,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$0D,$14,$16,$34,$1F,$5C,$3F,$63,$FF,$7F,$FF,$7A,$FF,$7F for originals. db $00,$00,$FF,$7F,$9F,$7B,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$FF,$7F,$1F,$14,$12,$34,$0D,$5C,$3F,$63,$FF,$7F,$FF,$7A,$FF,$7F; ;Next is Hookbiil the Koopa's palette. If you thought he consumes the most colors, then think again. org $3FDA80 ;- Hookbill's shell palette. Change to $00,$00,$FF,$7F,$1F,$59,$1F,$59,$1F,$59,$1F,$59,$1F,$59,$0C,$25,$10,$25,$F5,$1C,$DA,$00,$1F,$00,$D2,$3D,$F7,$4E,$BD,$67 for originals. Also, don't change the 5 $1F,$59s as that's the pink color. db $00,$00,$FF,$7F,$1F,$59,$1F,$59,$1F,$59,$1F,$59,$1F,$59,$60,$01,$00,$02,$A0,$02,$40,$03,$E0,$03,$AB,$7A,$54,$7F,$99,$7F; org $3FDAA0 ;- Hookbill's head, tail, hand and foot palette. Change to $00,$00,$72,$29,$3C,$1A,$5F,$03,$DF,$43,$CC,$20,$F3,$00,$1F,$00,$54,$4A,$18,$5B,$9C,$6B,$FF,$7F,$00,$00,$00,$00,$00,$00 for originals and it's confirmed: you can edit the last 3 colors. I used them in my test screenshot. db $00,$00,$72,$29,$3C,$1A,$5F,$03,$DF,$43,$60,$01,$A0,$02,$E0,$03,$54,$4A,$18,$5B,$9C,$6B,$FF,$7F,$CC,$20,$F3,$00,$1F,$00; org $3FDAC0 ;- Hookbill's hand, foot and mountains palette. Change to $00,$00,$CD,$20,$72,$29,$3C,$1A,$DF,$02,$66,$1D,$CE,$20,$F7,$00,$6E,$31,$54,$4A,$18,$5B,$DA,$52,$3D,$5F,$7F,$67,$DF,$6F for originals. db $00,$00,$CD,$20,$72,$29,$3C,$1A,$DF,$02,$C0,$00,$60,$01,$A0,$02,$6E,$31,$54,$4A,$18,$5B,$DA,$52,$3D,$5F,$7F,$67,$DF,$6F; ;Time for CD Productions's modifications, starting with Sluggy: org $3FE54E ;- Sluggy's 1st palette. Use $00,$00,$FF,$7F,$FF,$7F,$FF,$7F,$DF,$7F,$BF,$7F,$7D,$7F,$3B,$77,$B8,$6E,$55,$62,$D2,$59,$6F,$4D,$EC,$44,$AA,$EC,$1F,$7C for originals. Exclude $17,$FC. It's pink. db $00,$00,$FF,$7F,$FF,$7F,$FF,$7F,$98,$7F,$36,$7F,$F5,$7A,$93,$7A,$52,$76,$F0,$75,$AF,$71,$4D,$71,$0C,$6D,$AA,$6C,$17,$FC; org $3FE56E ;- Sluggy's 2nd palette. Use $00,$00,$DF,$6A,$BE,$6A,$9C,$66,$5A,$62,$38,$5E,$F7,$59,$D5,$55,$B3,$51,$71,$4D,$50,$49,$0E,$45,$EC,$40,$AA,$EC,$1F,$7C for originals. Exclude $17,$FC. It's pink. db $00,$00,$88,$20,$88,$28,$88,$2C,$89,$34,$89,$38,$A9,$40,$A9,$48,$A9,$4C,$A9,$54,$AA,$58,$AA,$60,$AA,$68,$AA,$6C,$17,$FC; ;Time for my changes again. ;Raphael the Raven should be next. Like Hookbill, he uses 3 palettes, but you'll edit 2 of them. org $3FE6DA ;- The boss' first palette. While you can edit it, you shouldn't. db $00,$00,$FF,$7F,$3F,$01,$BF,$02,$00,$00,$00,$00,$00,$00,$FF,$7F,$FF,$7F,$FF,$7F,$00,$00,$00,$00,$00,$00,$00,$00; org $3FE716 ;- The boss' 2nd angry palette. Use $00,$00,$FF,$7F,$3F,$01,$BF,$02,$BD,$00,$B2,$00,$67,$00,$B2,$00,$B2,$00,$FF,$7F,$B2,$00,$FF,$7F,$FF,$7F,$B2,$00,$67,$00 for originals. db $00,$00,$FF,$7F,$3F,$01,$BF,$02,$C3,$34,$24,$4D,$82,$20,$24,$4D,$C3,$34,$FF,$7F,$C3,$34,$FF,$7F,$FF,$7F,$24,$4D,$C3,$34; org $3FE734 ;- The boss' 3rd furious palette. Use $00,$00,$FF,$7F,$3F,$01,$BF,$02,$B4,$00,$FF,$00,$FF,$7F,$FF,$00,$7F,$00,$FF,$00,$FF,$7F,$FF,$7F,$FF,$00,$FF,$00,$AB,$00 for originals. db $00,$00,$FF,$7F,$3F,$01,$BF,$02,$6D,$30,$93,$48,$48,$1C,$93,$48,$FF,$7F,$FF,$7F,$93,$48,$00,$00,$6D,$30,$00,$00,$00,$00; ;Tap-Tap the Red Nose and the Golden Tap-Tap are next. The good news is that they both use 1 palette. Look below: org $3FA642 ;- Tap-Tap the Red Nose's colors. Use $00,$00,$FF,$7F,$66,$25,$EA,$35,$6F,$46,$F4,$5A,$78,$6B,$DB,$77,$0B,$00,$14,$00,$3F,$01,$1F,$5C,$EE,$76,$56,$77,$DC,$7F for originals. $1F,$5C should be left unchanged. It turns out that color is used when the tap-tap is transforming. I saw it a little bit. db $00,$00,$FF,$7F,$88,$08,$EC,$10,$50,$1D,$B4,$25,$18,$2E,$DD,$46,$36,$00,$14,$00,$1F,$01,$18,$7C,$EE,$76,$16,$77,$DC,$7F; org $3FA426 ;- Golden Tap-Tap's colors. Use $00,$00,$FF,$7F,$6C,$15,$F0,$15,$75,$1E,$F9,$26,$5C,$2B,$DF,$43,$6B,$00,$34,$01,$5F,$02,$1F,$5C,$2E,$57,$B4,$67,$FC,$7B for originals. $18,$7C should be left unchanged. Not sure if this color was usable. db $00,$00,$FF,$7F,$6C,$15,$F0,$15,$75,$1E,$F9,$26,$5C,$2B,$DF,$43,$88,$08,$50,$1D,$18,$2E,$1F,$5C,$73,$4E,$F6,$5E,$5A,$6F; ;Baby Bowser uses 3 palettes. One for when he's sleeping in BG, one for when he's awake in the BG and the other when he's awake in the FG. ;(This is located at x1FA5AE-x1FA5C8 PC offset.) org $3FA3AE ;- Baby Bowser's sleepy palette happening in-BG. Use $00,$00,$20,$00,$FF,$03,$01,$00,$40,$00,$21,$04,$21,$00,$03,$00,$60,$00,$01,$00,$22,$00,$43,$00,$42,$04,$63,$08 for originals. db $00,$00,$20,$00,$1F,$00,$01,$00,$40,$00,$21,$04,$21,$00,$03,$00,$60,$00,$01,$00,$22,$00,$43,$00,$42,$04,$63,$08; org $3FF5B0 ;- Baby Bowser's in-background palette. use $29,$21,$4B,$2E,$29,$21,$95,$2D,$0C,$33,$F5,$5A,$19,$4B,$1F,$3A,$EA,$2B,$7A,$2E,$FF,$32,$7F,$43,$9D,$53,$DF,$6B for normal colors. db $29,$21,$4B,$2E,$29,$21,$95,$2D,$0C,$33,$F5,$5A,$19,$4B,$1F,$3A,$EA,$2B,$7A,$2E,$FF,$32,$7F,$43,$9D,$53,$DF,$6B; org $3FEA3C ;- Baby Bowser's normal palette. Use for normal $00,$00,$80,$01,$00,$00,$D2,$10,$A0,$02,$6F,$4A,$B5,$36,$1F,$11,$E0,$03,$B9,$01,$5F,$02,$1F,$27,$7C,$4B,$BE,$63; colors. db $00,$00,$80,$01,$1F,$00,$D2,$10,$A0,$02,$6F,$4A,$B5,$36,$1F,$11,$E0,$03,$B9,$01,$5F,$02,$1F,$27,$7C,$4B,$BE,$63; ;Giga Bowser's palettes are found. org $3FF482 ;- Giga Bowser's far away palette. For normal colors, use $00,$00,$23,$08,$A6,$10,$0B,$15,$B1,$11,$FF,$6F,$4F,$00,$1F,$00,$31,$01,$C4,$10,$43,$0D,$21,$02,$C7,$1C,$6C,$31,$31,$42. db $00,$00,$23,$08,$A6,$10,$0B,$15,$B1,$11,$FF,$6F,$4F,$00,$1F,$00,$31,$01,$8A,$24,$CF,$34,$13,$45,$C7,$1C,$6C,$31,$31,$42; org $3FF4FA ;- Giga Bowser's close-up palette. For normal colors, use $00,$00,$23,$0C,$E9,$18,$D4,$25,$FF,$1E,$FF,$6F,$9D,$00,$1F,$00,$FF,$01,$25,$19,$43,$16,$E0,$03,$2C,$35,$75,$5A,$FF,$7F. db $00,$00,$23,$0C,$E9,$18,$D4,$25,$FF,$1E,$FF,$6F,$9D,$00,$1F,$00,$FF,$01,$CF,$34,$13,$45,$55,$77,$2C,$35,$75,$5A,$FF,$7F; ;The rising and falling rocks. They have colors, too. org $3FF4A0 ;-The rising rocks' palette. I left this unchanged. Don't change the $1F,$7Cs. Those are the pink color. db $21,$04,$63,$08,$64,$04,$A7,$08,$C9,$0C,$2C,$21,$6F,$21,$D0,$31,$1F,$7C,$1F,$7C,$1F,$7C,$1F,$7C,$1F,$7C,$1F,$7C,$1F,$7C; org $3FF4DC ;-The falling rocks' palette. I left this unchanged. Don't change the $1F,$7Cs. Those are the pink color. db $00,$00,$63,$08,$A7,$08,$0C,$11,$70,$19,$16,$3E,$BD,$42,$7F,$63,$1F,$7C,$1F,$7C,$1F,$7C,$1F,$7C,$1F,$7C,$1F,$7C,$1F,$7C; ;Next is Naval Piranha. While Yoshis Fan did find its regular colors, I found the 'ruined' colors. Here they are: org $3FE532 ;- Naval Piranha's withering palette. A weird thing there's no black color. Change to $9F,$5F,$E8,$1C,$2B,$21,$6E,$25,$B1,$29,$F7,$4A,$94,$3A,$AF,$25,$13,$2E,$77,$36,$4B,$25,$F1,$35,$D9,$4A,$1B,$57 for originals. db $5C,$2A,$E4,$38,$25,$49,$67,$55,$A8,$65,$18,$3F,$53,$22,$91,$05,$38,$0A,$BE,$0A,$0F,$0D,$53,$11,$B7,$15,$FB,$57; org $3FA1C8 ;- The green palette. Used by sprites such as Wild Ptooie, Green Needlenose, Green Glove, .etc. This is unchanged. db $00,$00,$FF,$7F,$80,$01,$A0,$02,$E0,$03,$B5,$36,$7C,$4B,$BE,$63,$C0,$40,$E9,$65,$72,$7F,$5B,$1D,$3F,$3A,$5F,$47,$FF,$5B; org $3FA1E6 ;- The red palette. Used by sprites such as Wild Piranha, Lunge Fish, Grunt, .etc. This is unchanged. db $00,$00,$FF,$7F,$0B,$00,$14,$00,$1F,$00,$FF,$01,$1F,$03,$FF,$03,$EE,$44,$70,$62,$F2,$7F,$26,$2A,$13,$3B,$D9,$57,$FF,$6B; org $3FA204 ;- The yellow palette. Used by sprites such as the Pitcher, Yellow Needlenose, Spray Fish, .etc. This is unchanged. db $00,$00,$FF,$7F,$3F,$01,$BF,$02,$FF,$03,$EE,$76,$56,$77,$DC,$7F,$AA,$38,$4F,$61,$55,$7E,$A8,$31,$6F,$46,$36,$63,$DB,$77; org $3FA222 ;- The frozen palette. Used by most sprites when frozen. I totally recommend NOT changing this. Still, you can look at the values. db $F2,$7F,$FF,$7F,$00,$54,$00,$7C,$20,$7E,$E0,$7E,$E0,$7F,$F6,$7F,$F0,$72,$76,$7F,$FF,$7F,$EB,$62,$92,$77,$FA,$7F,$FF,$7F; org $3FA240 ;- The pink(or purple) palette. Used by sprites such as Milde, Donut Blocks, Lava Logs, .etc. This is unchanged. db $00,$00,$FF,$7F,$0D,$14,$16,$34,$1F,$5C,$51,$59,$7B,$7A,$FF,$7A,$58,$1D,$7F,$46,$3F,$63,$EC,$0C,$F3,$25,$9A,$3A,$3F,$57; ;Now to edit the flashing palette for every boss: org $3FA570 ;- Flashing palette for Naval Piranha. This can also affect Burt, Bigger Boo, Hookbill, Salvo and Baby Bowser. Since all values have the same color, just add $FF,$03 15 times. db $E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03,$E0,$03; org $3FA5AC ;- Flashing palette for Raphael the Raven. Since all values have the same color, just add $FF,$03 15 times. db $1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00,$1F,$00; org $3FB428 ;- Flashing palette of Sluggy the Unshaven. Since all values have the same color, just add $FF,$7F 15 times. db $86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44,$86,$44; org $3FF538 ;- Flashing palette for Giga Bowser. Use $E7,$10,$EF,$21,$F7,$36,$FF,$3F,$FF,$3F,$FF,$3F,$FF,$3F,$FF,$3F,$F7,$36,$FF,$3F,$FF,$3F,$F7,$36,$FF,$3F,$FF,$3F for normal colors. db $84,$10,$C6,$18,$E7,$1C,$31,$46,$31,$46,$31,$46,$31,$46,$31,$46,$E7,$1C,$31,$46,$31,$46,$E7,$1C,$31,$46,$31,$46; ;org $3FF518 ;- HDMA for Giga Bowser. Use $42,$04,$43,$0C,$64,$14,$86,$1C,$A7,$24,$C9,$2C,$0A,$35,$2D,$3D,$4F,$35,$92,$2D,$B4,$25,$37,$1E,$B9,$16,$5C,$17,$FF,$37,$00,$00 for originals. If you can, you should semicolon this address, thanks to: http://smwc.me/1503071 ;db $42,$04,$43,$0C,$64,$14,$86,$1C,$A7,$24,$C9,$2C,$0A,$35,$2D,$3D,$4F,$35,$92,$2D,$B4,$25,$37,$1E,$B9,$16,$5C,$17,$FF,$37,$00,$00; ;Major thanks to tehaxor69 for editing Salvo's Health. org $06831F ;- This is Salvo's health before becoming big. db $00,$B0 ; org $068BA4 ;- This is Salvo's health after becoming big. db $FF,$FF ; org $0688E8 ;- Salvos Health decreases by this when hit. db $00,$01 ; org $0688EB ;- Salvos Health minimum value. db $00,$4C ; ;The same author identified Bigger Boo's health. It's a bit difficult. org $04BCCF ;- Bigger Boo's initial size #1. 50, 00 were the default numbers. db $50,$00 ; org $04BD5F ;- Initial health increase of the boss until = $04BD5F - $04BD62. 10, 00 were the default numbers. db $10,$00 ; org $04BD62 ;- Health will raise by this until iteration less than $09BB5F. 90, 00 were the default numbers. db $90,$00 ; org $04BD7E ;- Bigger Boo's initial size #2. 80, 00 were the default numbers. db $80,$00 ; org $04BCD4 ;- Initial growth value. 40, 00 were the default numbers. db $40,$00 ; org $04BD4C ;- Initial growth increment. 02, 00 were the default numbers. db $01,$00 ; org $04B8AD ;- Increase health by this 1. Default numbers were 18, 00. db $18,$00 ; org $04B8B4 ;- Increase health by this 2. Default numbers were 30, 00. db $10,$00 ; org $04B8B7 ;- If the boss' health value is greater than the value below, it dies. Default numbers were C1, 01. db $E1,$01 ; ;Mattrizzle found the values for the Hookbill the Koopa. Thanks. org $018F31 ;- Sound Hookbill makes when you pound his stomach. db $80,$00 ; org $018FB1 ;- Sound Hookbill makes when he coughs. db $39,$00 ; org $019078 ;- The sprite that Hookbill will cough up when stomped off (green eggs are default). db $25,$00 ; org $019118 ;- Sound Hookbill makes when he gets hit with an egg. db $3F,$00 ; ;While the values for Raphael the Raven have been found, something similar has been found on a different site. org $0FB108 ; db $1F ; ;- Raphael the Raven's HP in binary. org $0FB50D ; db $1F ; org $0FB482 ; db $06 ; ;- Raphael the Raven's initial image. This is the format: [06 08 08 09 09 09 09 09]. Format: 06 - normal, 08 - angry, 08 - furious org $0FB6A1 ;- State of Raphael when hit. db $06,$08,$08,$09,$09,$09,$09,$09; ;I tested the 4 values above and they work. ;Now, time to edit Sluggy's HP. You can increase up to 6 HP and not anymore, thanks to the bytes. Read https://smwc.me/676148 for details. org $02D5B8 ;- If you choose to increase HP. I set it to 06. Original was 04. db $06 ; org $02D4AF ;- Sluggy's crawling speed. The regular values were: $80,$6C,$58,$44,$30,$1C. db $80,$6C,$58,$44,$30,$1C,$FF,$FF; org $02FFD9 ;- Table that determines heart beats. For 5 HP, remove $1A,$00. db $06,$00,$0A,$00,$0E,$00,$12,$00,$16,$00,$1A,$00; org $02FFE5 ;- Table that determines the size of Sluggy's heart. For 5 HP, remove $A0,$00. db $40,$00,$30,$00,$20,$00,$10,$00,$A0,$00,$A0,$00; org $02FFF1 ;- Table that determines resistance. For 5 HP, remove $4C,$FF. db $60,$FF,$5C,$FF,$58,$FF,$54,$FF,$50,$FF,$4C,$FF; ;Now that you did all the data editing for Sluggy, time for the pointers. Changing those leads to a working boss. org $02D556 ;- 1st pointer. Original was $AF,$D4. db $D9,$FF ; org $02D57C ;- 2nd pointer. Original was $CF,$D4.($E3,$FF for 5 HP & $E5,$FF for 6 HP) db $E5,$FF ; org $02D488 ;- 3rd pointer. Original was $35,$D4.($ED,$FF for 5 HP and $AF,$D4 for 6 HP) db $AF,$D4 ; org $02D219 ;- last pointer. Original was $89,$D1.($F2,$FF for 5 HP and $F1,$FF for 6 HP) db $F1,$FF ;I tested every change regarding Sluggy and it works. ;Now for some layer 3 sprites. You can change their palette, starting with: org $3FC59E ;- Layer 3 palette of the soft thing. Use $9F,$4F,$57,$36,$00,$00 for originals. The same palette is found at $3FC436. Only the gray color is different. One type of sewer ghost uses the same palette as the soft thing. db $5B,$6E,$FA,$69,$00,$00; org $3FE33E ;- Layer 3 palette of the seesaw. Use $7F,$3E,$7D,$3E,$00,$00 for originals. The same palette is found at $3FC1C8. db $18,$63,$9C,$73,$00,$00; org $3FBFFE ;- Layer 3 palette for the round mound, sewer ghost, dangling ghost and platforming ghost. use $D3,$77,$F8,$7F,$F5,$7B for originals. Does affect the layer 3 snowstorm sometimes. Be careful! db $9C,$73,$BD,$77,$DE,$7B; org $3FC12A ;- 1st layer 3 palette for the sky clouds. Use $53,$77,$B6,$73,$F7,$7B for originals. db $9C,$73,$BD,$77,$DE,$7B; org $3FC132 ;- 2nd layer 3 palette for the sky clouds. use $FF,$7F,$B6,$73,$FB,$7B for originals. db $FF,$7F,$BD,$77,$DE,$7B; org $3FC21A ;- Layer 3 palette for the far away flying goonies. Use $FF,$7F,$3B,$57,$7D,$02 with originals. db $15,$00,$1F,$00,$5F,$03; org $3FE34E ;- layer 3 palette for the balloon. Use $1F,$00,$14,$00,$00,$00 for originals. Recommended not to change, unless you know what you're doing. db $D9,$5C,$B3,$44,$00,$00; ;You can fix the values from org $3FBFFE to org $3FC130 by adding light gray for colors(for example). ;By following Romi's adapted tutorial made by Blumiere, I changed every HDMA color around. org $3FD64C ;- HDMA gradient for header setting 10. Use $22,$08,$22,$08,$22,$08,$22,$08,$22,$08,$22,$08,$43,$0C,$64,$0C,$85,$10,$C7,$14,$E8,$14,$09,$19,$2A,$19,$4B,$1D,$4B,$1D,$2A,$19,$09,$19,$E8,$14,$C7,$14,$85,$10,$64,$0C,$43,$0C,$22,$08,$22,$08 for originals. db $FF,$7F,$DC,$7B,$BA,$7B,$97,$77,$75,$73,$52,$6F,$2F,$6F,$0D,$6B,$30,$5B,$52,$4F,$55,$3F,$77,$2F,$9A,$1F,$9D,$13,$BF,$03,$5F,$03,$FF,$02,$7F,$02,$1F,$02,$BF,$01,$5F,$01,$DF,$00,$7F,$00,$1F,$00; org $3FD67C ;- HDMA gradient for header setting 11. Use $FF,$7F,$9F,$7F,$3C,$7F,$DA,$7E,$77,$7E,$F3,$7D,$91,$69,$4D,$55,$A9,$48,$66,$3C,$24,$30,$24,$20,$26,$14,$28,$0C,$6B,$18,$6E,$24,$D1,$2C,$55,$3D,$99,$51,$FC,$5D,$9F,$6A,$DF,$72,$5F,$7F,$BF,$7F for originals. It's used for a layer 3 castle effect. If you don't use it, then change it, if you will. db $6B,$7D,$8C,$79,$AD,$79,$CE,$75,$EF,$71,$10,$6E,$31,$6E,$52,$6A,$52,$66,$73,$62,$94,$62,$B5,$5E,$D6,$5A,$F7,$56,$18,$53,$39,$4F,$39,$4B,$5A,$47,$7B,$43,$9C,$3F,$BD,$3B,$BD,$37,$DE,$33,$FF,$2F; org $3FD6AC ;- HDMA gradient for header setting 12. Use $FF,$7F,$BF,$6B,$7F,$5F,$FF,$4E,$7F,$42,$DF,$31,$7B,$21,$16,$19,$B2,$10,$8E,$08,$6B,$08,$48,$08,$45,$08,$45,$10,$45,$1C,$87,$28,$EA,$44,$6D,$51,$F3,$5D,$55,$6E,$B7,$7E,$19,$7F,$7C,$7F,$BE,$7F for originals. db $00,$00,$40,$0C,$61,$1C,$81,$28,$C1,$34,$E2,$40,$22,$4D,$42,$5D,$83,$69,$A3,$75,$06,$76,$6A,$76,$CD,$72,$30,$73,$93,$73,$32,$6B,$D2,$66,$71,$5E,$11,$5A,$90,$51,$30,$4D,$CF,$44,$6F,$40,$0E,$38; org $3FD6DC ;- HDMA gradient for header setting 13. Use $D5,$5E,$17,$67,$59,$6F,$BC,$7B,$FF,$7F,$BC,$7B,$59,$6F,$17,$67,$D5,$5E,$92,$56,$2F,$4A,$EC,$14,$89,$39,$27,$2D,$E4,$24,$A2,$1C,$61,$14,$20,$0C,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 for originals. I changed this to fit my HDMA. db $43,$6E,$86,$6E,$A8,$6E,$EB,$72,$2E,$73,$50,$73,$93,$73,$4F,$73,$EB,$72,$A7,$6E,$43,$6E,$E3,$5D,$82,$49,$22,$39,$C1,$24,$61,$14,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00; org $3FD70C ;- HDMA gradient for header setting 14. I left this unchanged. It's used for a layer 3 castle effect. As proof, I changed the last 2 bytes to red color. The last 2 bytes were $85,$0C. db $85,$0C,$85,$0C,$85,$0C,$85,$0C,$85,$0C,$85,$0C,$85,$0C,$85,$0C,$85,$0C,$85,$0C,$85,$0C,$85,$0C,$E9,$18,$2D,$25,$D6,$1D,$5F,$12,$1B,$16,$D8,$19,$B4,$1D,$71,$21,$2D,$25,$EA,$1C,$C8,$14,$1F,$0C; org $3FD73C ;- HDMA gradient for header setting 15. It's unchanged. db $FF,$7F,$7F,$77,$1F,$6B,$9F,$5E,$FB,$4D,$55,$3D,$D0,$30,$6A,$1C,$06,$10,$00,$10,$41,$18,$41,$24,$44,$24,$67,$30,$CA,$38,$0D,$41,$52,$41,$D7,$4D,$7D,$5A,$FF,$62,$5F,$63,$BF,$63,$FF,$6F,$FF,$7B; org $3FD76C ;- HDMA gradient for header setting 16. It's unchanged. db $18,$00,$39,$00,$5A,$00,$7B,$00,$9C,$00,$BD,$00,$DE,$00,$FF,$00,$7F,$01,$FF,$01,$5F,$02,$DF,$02,$5F,$03,$1F,$03,$DF,$02,$5F,$02,$FF,$01,$7F,$01,$FF,$00,$DE,$00,$9C,$00,$7B,$00,$39,$00,$18,$00; org $3FD79C ;- HDMA gradient for header setting 17. Use $1F,$00,$7F,$00,$BF,$00,$FF,$00,$3F,$01,$7F,$01,$BF,$01,$FF,$01,$3F,$02,$7F,$02,$BF,$02,$FF,$02,$3F,$03,$7F,$03,$BF,$03,$FF,$03,$1F,$00,$7F,$00,$BF,$00,$FF,$00,$3F,$01,$7F,$01,$BF,$01,$FF,$01 for originals. db $E5,$3B,$E9,$33,$EE,$27,$F2,$1F,$F6,$17,$FB,$0B,$FF,$03,$BF,$03,$7F,$03,$5F,$03,$1F,$03,$DF,$02,$9F,$02,$3F,$02,$BF,$01,$5F,$01,$FF,$00,$7F,$00,$1F,$00,$7F,$00,$FF,$00,$5F,$01,$BF,$10,$3F,$02; org $3FD7CC ;- HDMA gradient for header setting 18. It's unchanged. db $51,$5B,$97,$63,$FC,$6B,$FF,$6B,$FF,$7F,$FF,$6B,$FA,$73,$F7,$7F,$B5,$77,$52,$6F,$EE,$6E,$AC,$6A,$4A,$62,$08,$5E,$A6,$55,$86,$4D,$65,$45,$25,$3D,$04,$35,$E4,$2C,$A3,$24,$83,$1C,$42,$14,$42,$14; org $3FD7FC ;- HDMA gradient for header setting 19. It's unchanged. db $FF,$7B,$FF,$7B,$FF,$6B,$BF,$63,$7F,$5B,$5F,$57,$3F,$4F,$FF,$46,$BF,$46,$7F,$46,$5F,$46,$1F,$46,$DE,$45,$BC,$45,$79,$41,$57,$39,$55,$41,$52,$45,$50,$49,$4E,$4D,$4C,$51,$4A,$55,$48,$59,$46,$5D; ;For the last 6 gradients, I pasted the originals, but I left 00s, so that you can make your own gradients. You can paste the original values there if you don't want to. org $3FD82C ;- HDMA gradient for header setting 1A. Use $5F,$57,$9F,$5F,$BF,$63,$DF,$67,$FF,$6B,$FF,$73,$FF,$77,$FF,$7F,$FF,$7F,$FD,$7B,$FC,$77,$FA,$77,$F8,$77,$D7,$73,$B5,$6F,$72,$6F,$50,$6F,$2E,$6B,$CB,$62,$87,$56,$45,$4E,$E5,$45,$65,$3D,$05,$35 for originals. db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00; org $3FD85C ;- HDMA gradient for header setting 1B. Use $9F,$63,$DF,$6F,$FF,$7F,$FC,$6F,$F7,$6F,$F2,$6F,$F2,$7F,$52,$7F,$D2,$7E,$96,$7E,$BA,$76,$5A,$6A,$5C,$5E,$5F,$4E,$DF,$4E,$1F,$43,$7F,$53,$5F,$3B,$9F,$4F,$DF,$5F,$FF,$73,$FA,$73,$93,$77,$13,$7F for originals. db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00; org $3FD88C ;- HDMA gradient for header setting 1C. Use $00,$00,$23,$08,$47,$10,$8B,$18,$AF,$20,$D3,$28,$17,$31,$3B,$39,$7F,$41,$9F,$41,$BF,$45,$DF,$45,$1F,$4A,$3F,$4A,$5F,$4E,$7F,$4E,$BF,$52,$DF,$56,$FF,$5E,$3F,$63,$5F,$6B,$9F,$6F,$BF,$77,$FF,$7F for originals. db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00; org $3FD8BC ;- HDMA gradient for header setting 1D. Use $FF,$7F,$FE,$7F,$FD,$7B,$FC,$7B,$FA,$77,$F9,$77,$F8,$73,$F6,$6F,$D6,$6F,$B5,$6F,$94,$6F,$73,$6F,$53,$6F,$32,$6F,$11,$6F,$D0,$6E,$AF,$6A,$8D,$66,$6C,$5E,$4A,$5A,$28,$56,$07,$4E,$E5,$49,$07,$4E for originals. db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00; org $3FD8EC ;- HDMA gradient for header setting 1E. Use $9F,$03,$BF,$02,$DF,$01,$3F,$01,$3A,$01,$D6,$0C,$91,$18,$8E,$28,$8E,$3C,$EB,$4C,$47,$55,$A4,$5D,$63,$51,$01,$41,$A0,$28,$40,$18,$04,$18,$88,$2C,$8B,$38,$90,$38,$96,$38,$1A,$45,$1F,$5A,$BF,$6A for originals. db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00; org $3FD91C ;- HDMA gradient for header setting 1F. Use $5F,$12,$7F,$1E,$BF,$2E,$DF,$3A,$1F,$4B,$3F,$57,$1F,$4F,$FF,$46,$DF,$3E,$DF,$36,$BF,$2A,$9F,$22,$7F,$1A,$5F,$12,$3F,$12,$1F,$12,$FF,$11,$DF,$11,$BF,$11,$9F,$11,$5E,$11,$1D,$0D,$DC,$0C,$9B,$08 for originals. db $FF,$7F,$17,$76,$50,$68,$2B,$70,$25,$74,$00,$7C,$E0,$74,$A0,$6D,$80,$66,$00,$47,$60,$23,$E0,$03,$EA,$03,$F5,$03,$FF,$03,$5F,$03,$BF,$02,$1F,$02,$7F,$01,$BF,$00,$18,$00,$10,$00,$08,$00,$00,$00;