Snes emulator cheats secret of mana
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I don't suppose you have a save available where it's happened that you could get me a copy of? I don't check the stats screen terribly often, and checking it on all the saves I have it doesn't seem to have occurred. Mr X, whoa, that status screen issue sounds pretty bad. There are probably a few other values that produce bearable visual results. 'RAW BF ' yellow and orange, through 0xC2 variations
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'RAW 53 ' dark yellow-green, 0x54 or 0x55 darker 'RAW 88 ' vanilla red, through 0x8D variations Going through the item palettes, and finding 3 in a row that look good together, I made the following list: The spell effect actually requires 3 sequential "item" palettes (5 colors each), where you specify the first and it uses the following two as well. The palette that applies to the target is an actor palette (15 colors), and is then rotated through its colors.
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the yellow and black clashes with other Gnome magic colors, but looks a little more magical and interesting. conceptually, I wish it was gray, and find brown to be an acceptable approximation that fits with the earth magic theme, but brown feels overused and brown isn't exactly a color I'd associate with something that looks like fire. I've never been able to decide on the color.
#Snes emulator cheats secret of mana code
I took a different, more brute-force (and inverted) approach to locate what was defining the colors during the high level Fire Bouquet animation: before I had been trying to follow spell code as it was told what spell to cast, then what animation type to use, then as it called the single-purpose code that does that specific high level animation, then as it parsed its way through that high level animation data structure, and so on I instead cast the spell and paused the game, used a utility to get the colors of the Fire Bouquet flames and enemy palette, searched for those colors in the ROM, set a read breakpoint on that data to find the code that was using it, then worked my way backwards to find where the code got the address of those palettes (long story short, it had 16-bit pointers to the palettes rather than the palette index numbers the way normal spell animations do). Hmsong, yeah, and the stuff in bank 0x1C is organized very differently than other spell code and data.