It doesn't force gba mode, the emulator has to be set to do that. This way, it doesn't affect the other GBA enhancement features, but it always skips over the GBA's different palette code. The conditional jump next to the breakpoint must be changed to an unconditional jump. Every time the palettes change, this breakpoint is triggered, and you see code relating to the palettes. Using bgb, set a read breakpoint on 0xfffe. It's also fairly simple to do: from where Vague Rant left off, note that the value of "B | A" is stored into. It doesn't seem to be in the Romhacks database either, which is a shame.
#SHANTAE GBA ENHANCE EMULATOR PATCH#
but the link is broken.Ĭan someone please provide a working link or the patch file? I just found this and was excited to try it for my first-ever Shantae playthrough. I also prefer the original, darker palettes, but why not have the other GBA enhancements? Quote from: Drenn on November 27, 2013, 06:55:25 pm I made a quick hack to play Shantae in GBA enhanced mode with the GBC palettes. Any decent emulator can probably do a better job improving the picture than this lazy "fix". I'm not going to bother submitting this one to RHDN because it's not a true palette that this enables rather, the GBA version has the "true" palette and GBP-mode just dims it across the board-that is, anything that was white is now gray, etc. Should be easy enough to do for other regions, too, if it's not at the same address just search for a few nearby bytes. Lay users: with a hex editor, go to 0x0001A4FC in the (USA) Mario & Luigi ROM, where you'll find 0x18D1. nop the branch to have the game run in GBP mode. There's a cmp against 0x0F0 at 0x0801A4FA, followed by a bne at 0x0801A4FC. EDIT2: Approved, link to patch.ĮDIT3: I finally got around to doing the same for Mario & Luigi. Obviously, the difference is minor, but I figure the palette is there, we might as well take advantage of it. Fortunately, these at least are documented on TCRF's GBC bootROM article.ĮDIT: Incidentally, I just managed to nop over the branch past the Game Boy Player palette switch in Super Mario Advance 4, so I've submitted a patch to RHDN for it.