I reprogrammed the RGB Editor from the grounds up; it now supports reading from a .txt index, so that users can add their own objects to the programme.
It also reads default values directly from the rom now, and supports alpha where necessary.
Objects with vertex RGB are not added as of now but I may make an update later for rectangular ones, such as coins, sparkles, and skeeter spheres.
Attached you can find the .exe and .txt, be sure to place them in the same folder.
Currently the index is as follows:
Spoiler: .txt index
Bob-omb Feet
00aa460c
y
00aa4604
y
n
RRGGBB
Bob-omb Fuse
00aa4624
y
00aa462c
y
n
RRGGBB
Boo Buddy (Enemy)
009259bc
y
009259b4
y
n
RRGGBB
Boo (Inside Castle)
00a4c20c
y
00a4c204
y
n
RRGGBB
Bullet Bill
0086c974
y
0086c96c
y
n
RRGGBB
Bully (Left Foot)
0087e644
y
87e64c
y
n
RRGGBB
Bully (Right Foot)
0087e664
y
0087e65c
y
n
RRGGBB
Cannon (Core)
00a870b4
y
00a870ac
y
n
RRGGBB
Cannon ("?" sides)
00a861c4
y
00a861bc
y
n
RRGGBB
Cap Switch (Red)
009125b4
y
009125ac
y
n
RRGGBB
Cap Switch (Metal)
009125cc
y
009125c4
y
n
RRGGBB
Cap Switch (Vanish)
009125e4
y
009125dc
y
n
RRGGBB
Cap Switch (Yellow, Unused)
009125fc
y
009125f4
y
n
RRGGBB
Castle Flag (Red)
00fd3cd7
y
00fd3ccf
y
n
RRGGBB
Castle Flag (White)
00fd3cef
y
00fd3ce7
y
n
RRGGBB
Door Handle
00abc10c
y
00abc104
y
n
RRGGBB
Flame (Blue)
00acd888
n
n
n
00acd88b
RRGGBB
Flame (Red)
00acd738
n
n
n
00acd73b
RRGGBB
Fly Guy (Body)
00a92444
y
00a9243c
y
n
RRGGBB
Fly Guy (Foot)
00a918c4
y
00a918bc
y
n
RRGGBB
Goomba (Left Foot)
00a9acf4
y
00a9acec
y
n
RRGGBB
Goomba (Right Foot)
00a9ad0c
y
00a9ad04
y
n
RRGGBB
King Bob-omb Foot 1
00896dac
y
00896da4
y
n
RRGGBB
King Bob-omb Foot 2
008970fc
y
008970f4
y
n
RRGGBB
King Bob-omb Moustache
008976f4
y
008976ec
y
n
RRGGBB
Koopa Foot 1
00a11c14
y
00a11c0c
y
n
RRGGBB
Koopa Foot 2
00a12094
y
00a1208c
y
n
RRGGBB
Mario's Vanish/Wing Cap
00acf34c
y
00acf344
y
n
RRGGBB
Penguin (Blue)
008fe61c
y
008fe614
y
n
RRGGBB
Penguin (Feet)
008fe634
y
008fe62c
y
n
RRGGBB
Penguin (Head)
0090167c
y
00901674
y
n
RRGGBB
Penguin (White)
008fe664
y
008fe65c
y
n
RRGGBB
Piranha Plant (Lip)
00a1ad04
y
00a1acfc
y
n
RRGGBB
Piranha Plant (Mouth)
00a1ad1c
y
00a1ad14
y
n
RRGGBB
Scuttlebug (Feet)
00a78a94
y
00a78a8c
y
n
RRGGBB
Scuttlebug (Jaws)
00a785c4
y
00a785bc
y
n
RRGGBB
Skeeter (Feet)
009eadc4
y
009eadbc
y
n
RRGGBB
Snufit (Arms?)
00a6e234
y
00a6e22c
y
n
RRGGBB
Star (Translucent)
00ade89c
y
00ade894
y
00adea43
RRGGBB
Toad's Shoe
00a3f46c
y
00a3f464
y
n
RRGGBB
Toad's Vest
00a3e2cc
y
00a3e2c4
y
n
RRGGBB
Toad's Undershirt
00a3e5ec
y
00a3e5e4
y
n
RRGGBB
Transparent Red [!] Box
00aa64dc
y
00aa64d4
y
00aa675b
RRGGBB
Transparent Green [!] Box
00aa64f4
y
00aa64ec
y
00aa675b
RRGGBB
Transparent Blue [!] Box
00aa650c
y
00aa6504
y
00aa675b
RRGGBB
Transparent Yellow [!] Box
00aa6524
y
00aa651c
y
00aa675b
RRGGBB
Yoshi (Green)
0095054c
y
00950544
y
n
RRGGBB
Yoshi (Red)
0095057c
y
00950574
y
n
RRGGBB
Yoshi (Red2)
00951ae4
y
00951adc
y
n
RRGGBB
Yoshi (Red3)
00951b2c
y
00951b24
y
n
RRGGBB
Yoshi (White)
00951ab4
y
00951aac
y
n
RRGGBB
If anyone wants to add more objects, the syntax is as follows:
Spoiler: Syntax
[Object Name]
[Bright RGB address, NO 0x, automatically hex]
[y/n] - Double RGBs over 8 bytes. Example: FF 00 00 xx FF 00 00 xx
[Dark RGB address, NO 0x, automatically hex; if none, n, and n on next line]
[y/n] - Double RGBs over 8 bytes. Example: FF 00 00 xx FF 00 00 xx
[Alpha byte address; if none, n]
[Unused but keep line]
[Next object name..]
If you know if any addresses, make a syntax block as a reply and I can update the index!
(This post was last modified: 18-08-2017, 01:53 PM by Trenavix.)