10-25-2022, 05:16 PM
Recently, I've been attempting to rip the backgrounds of Kirby Super Star. As you can guess by the existence of this thread, though, there are issues occurring, specifically palette and graphical issues, and all of it seem to be connected to the game's HUD.
It appears that the game is displaying more colors than what I believe is the typical 256 (how it's accomplished, I have no clue), and when viewing the palette through debugging tools, it's either showing only the HUD's palette, or in the case of Mesen-S, it fluctuates between the HUD's colors and the ones for both the foreground and background. The same thing happens when viewing Layer 2 (which is where both the background and HUD are displayed) through these debugging tool as it fluctuates between displaying the bg and HUD in Mesen-S, and it only shows the HUD when using any other tool.
Now outsides of those brief moments when Mesen is fluctuating between what to display, there are a couple workarounds. For a brief moment after unpausing, both the background and it's palette will be displayed in the viewer, and these issues are nonexistent when the game is not displaying the HUD (such as the intro to each Spring Breeze level). These, however, only help so much as Super Star has a decent amount of animated backgrounds, and I know at least one that's bigger than the SNES is able to render.
All in all, my main question is how is the game accomplishing this, and what other workarounds are there (the latter question being the most important)?
Tools that were used are Mesen-S, no$sns, and Vsnes.
It appears that the game is displaying more colors than what I believe is the typical 256 (how it's accomplished, I have no clue), and when viewing the palette through debugging tools, it's either showing only the HUD's palette, or in the case of Mesen-S, it fluctuates between the HUD's colors and the ones for both the foreground and background. The same thing happens when viewing Layer 2 (which is where both the background and HUD are displayed) through these debugging tool as it fluctuates between displaying the bg and HUD in Mesen-S, and it only shows the HUD when using any other tool.
Now outsides of those brief moments when Mesen is fluctuating between what to display, there are a couple workarounds. For a brief moment after unpausing, both the background and it's palette will be displayed in the viewer, and these issues are nonexistent when the game is not displaying the HUD (such as the intro to each Spring Breeze level). These, however, only help so much as Super Star has a decent amount of animated backgrounds, and I know at least one that's bigger than the SNES is able to render.
All in all, my main question is how is the game accomplishing this, and what other workarounds are there (the latter question being the most important)?
Tools that were used are Mesen-S, no$sns, and Vsnes.