Text Palettes: 2021C8 to 202389 Written by michael_cayer. Plain (2021C8): 0 1 2 3 4 5 6 7 8 9 A B C D E F 00 00 00 DE 7B 59 3A 42 08 80 3B DE 7B 93 42 42 08 10 80 3B DE 7B BF 4C BF 4C 80 3B DE 7B 4E 7D 42 08 20 80 3B DE 7B 12 56 52 76 80 3B E7 1C A5 14 42 08 30 80 3B DE 7B EE 68 EE 68 80 3B DE 7B 51 4A 42 08 Byte 00 & 01: ? (000 000 000) Byte 02 & 03: Text colour. Byte 04 & 05: ? (200 144 112) Byte 06 & 07: Text box background colour. Byte 08 & 09: ? (000 224 112) Byte 0A & 0B: Text cursor center, center of the battle box border and HP/PP counter main colour. Byte 0C & 0D: Edges of the text cursor, edges of the battle box border and HP/PP counter shadow effect. Byte 0E & 0F: Background of the text cursor and all the black parts of the battle box. Byte 10 & 11: ? (000 224 112) Byte 12 & 13: ? (240 240 240) Byte 14 & 15: ? (248 040 152) Byte 16 & 17: ? (248 040 152) Byte 18 & 19: ? (000 224 112) Byte 1A & 1B: Center colour of the SMAAAASH. Byte 1C & 1D: YOU WON, edges of the SMAAAASH, and the colour of the equipped "E" symbol. Byte 1E & 1F: Background colour of YOU WON, SMAAAASH, and equipped "E" symbol. Byte 20 & 21: ? (000 224 112) Byte 22 & 23: Battle box text colour (names, HP, PP). Byte 24 & 25: Battle box background colour 1. Byte 26 & 27: Battle box background colour 2. Byte 28 & 29: ? (000 224 112) Byte 2A & 2B: Center/names/HP/PP of the battle box when it flashes/turns black. Byte 2C & 2D: Edge and background colour 1 of the battle box when it flashes/turns black. Byte 2E & 2F: Black edge and background colour 2 of the battle box when it flashes/turns black. Byte 30 & 31: ? (000 224 112) Byte 32 & 33: Highlighted text and AUTO button text. Byte 34 & 35: Battle box background colour 1 (afflicted). Byte 36 & 37: Battle box background colour 2 (afflicted), highlighted background and AUTO button background. Byte 38 & 39: ? (000 224 112) Byte 3A & 3B: Center of the border (Plain) and outermost colour on other flavours. Byte 3C & 3D: Edges of the border (Plain) and innermost colour on other flavours. Byte 3E & 3F: Black parts of the border. BlueAntoid figured out the format of the palette stuff. Here's how to view the RGB equivalents of any colour, or rewrite existing colours. Enjoy. NOTE 1: BGR means Blue Green Red. It turned out it was stored as BGR and not RGB after Z_D tried making a red-steel colour which turned out blue. The example below is actually for that same red-steel colour. NOTE 2: If after converting to binary you have less than 15 numbers, at 0s to the beginning until you have 15. If you end up with 16, ignore the first number (it's ignored by the game). Steps to View: -------------- View the bytes. *** 7C20 Switch the bytes. 7C20 --> 207C Convert to binary. 207C --> 010000001111100 Bytes 1-5 are blue, 6-10 green, 11-15 red. 010000001111100 --> 01000 00011 11100 Convert the sections to decimal. 01000 00011 11100 --> 08 03 28 Multiply the sections by 8. 08 03 28 --> 064 024 224 This is a BGR value. Exchange the 1st and 3rd number. 064 024 224 --> 224 024 064 There! RGB value. 224 024 064 *** Steps to Write: -------------- View the RGB value. *** 224 024 064 Convert to BGR by exchanging the 1st and 3rd number. 224 024 064 --> 064 024 224 Divide each value by 8. 064 024 224 --> 08 03 28 Convert the sections to binary. 08 03 28 --> 01000 00011 11100 Convert to hex. 010000001111100 --> 207C Switch the bytes. 207C --> 7C20 Insert the result. 7C20 *** ****** Notes. Ignore the following. ****** FirstByte / 32 = Lower green portion. FirstByte / 8 = RED. SecondByte / 4 = BLUE. SecondByte / 64 = Upper green portion. Upper green portion * 8 + lower green portion = GREEN.