qbradq: That didnt work for our game. The short answer didn't work because changing the forth (?:?) color to $0b would be something we weren't wanting. Thanks though.
thefox wrote:
qbradq wrote:
The long answer is, even though each NES palette entry is four Colors, only the last three are actually used. The first color of every palette entry is actually a mirror of the transparent color. So if you write $31 as the first color of the last palette entry
This is actually not entirely true. In NES PPU there actually exists memory for palette locations $4, $8 and $C, however they're never used while rendering (they can only be accessed by turning rendering off and pointing PPU address to those locations). So only a palette entry written to $10 will overwrite the background color at $0. $14, $18 and $1C are mirrors of $4, $8 and $C respectively.
ahhh yes, thank you, thefox, very much for this important info!

At first your post didn't make any sense. But after spending some time thinking about it I opened the second pal file and the color $10 was $0B!! So changing that to $31 made the screen look more normal... must show her tomorrow! Good night thefox and qbradq.
