Kaneko Palette & GFX Database - AFruitaday! - 11-23-2020
Hi there!
This isn't really a project, but more of a possible helpful guide or having the palettes or GFX of various Kaneko games. The palettes are captured via TiledGGD and Tile Molester. (On my new computer) TO view the palettes easier on GGD, use the GFX screen instead of the 128x128 palette screen, use the 16 - 24 - 32 BPP to view it in a much larger area!
Note that I used the old version of GGD, not the newer fork version. And all files / images are in BMP format.
Database
[Spoiler= Air Buster: Trouble Specialty Raid Unit (Arcade)]
Game Palette File: pr13.l15 (Slave)
Main CPU Palette - - Palette Interleave?: No
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x24E6
- Sprite Palette Start: 0x2986
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester
In Game Data - - Background Palettes: 512
- Sprite Palettes: 256
[/spoiler]
[Spoiler= Aero Blasters (Mega Drive)][/spoiler]
[Spoiler= Aero Blasters (PC-Engine)][/spoiler]
[Spoiler= B.Rap Boys (Arcade)]
An updated version called B.Rap Boys Special has some differences in the sprite palettes.
Game Palette Files: - 0 - rb-030.01.u61
- 1 - rb-031.01.u62
Main CPU Palette - - Palette Interleave?: Yes
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x24E6
- Sprite Palette Start: 0x2986
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester
In-Game Data:- View-02 Palettes: 1024
- Kan-Spr Palettes: 1024
[/spoiler]
[Spoiler= Bakuretsu Breaker (Arcade)]
Game Palette Files:
Main CPU Palette - - Palette Interleave?: Yes
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x24E6
- Sprite Palette Start: 0x2986
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester
In-Game Data - - View-02 Palettes: 1024
- Kan-Spr: 1024
[/spoiler]
[Spoiler= Berlin No Kabe (Arcade)]
Game Palette Files:
Main CPU Palette - - Palette Interleave?: Yes
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x24E6
- Sprite Palette Start: 0x2986
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester
High Color Backgrounds - - Not understood yet what the codex is.
- Larger than the game screen.
In-Game Data -- View-02 Palettes - 1024
- Kan-Spr Palettes - 1024 [/spoiler]
[Spoiler= Blaze-On (Arcade)][/spoiler]
[Spoiler= Chester Cheetah: Too Cool To Fool (Super Famicom)][/spoiler]
[Spoiler= Cyvern: The Dragon Weapons (Arcade)][/spoiler]
[Spoiler= DJ Boy (Arcade)]
Note: The background and sprite palettes are separated into two other files.
Background Palettes File: bs101.6w (Slave 2)
Sprite Palettes File: djboy.5y (Slave 1)
Main CPU Palettes - - Palette Interleave?: No
- Endian: Big
- High Color BPP: 15
- Colour Order: GRB
- Supported Only: Tile Molester
- Background Palette Start: 0x0
- Sprite Palette Start: 0x5000
- Total # Of Palettes: 177(BG) + 205(SPR) = 382 PAL
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester
In-Game Data:- Background Palettes: 256
- Sprite Palettes: 256
[/spoiler]
[Spoiler= DJ Boy (Mega Drive)][/spoiler]
[Spoiler= Dr. Toppel's Tankentai (Arcade)]
Sprites & Background Locations
- Font
- Player Ship
- General Enemies
- Effects
- Bosses
- Boss Explosion
- Unused Pen Thing
- Misc. Stuff
- Title Screen (Japan)
- Title Screen (Overseas)
- Ending Sprites
- Ending BG
- Final Stage (Waterfall)
- Side Turrets
- Final Boss & Core Boss
- Main Background Tiles
[/spoiler]
[Spoiler= Fujiyama Buster (Arcade)]
Game Palette Files:
Main CPU Palette - - Palette Interleave?: Yes
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x24E6
- Sprite Palette Start: 0x2986
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester
In-Game Data -- View-02 Palettes: 1024
- Kan-Spr Palettes: 1024 [/spoiler]
[Spoiler= Gals Panic (Arcade)][/spoiler]
[Spoiler= Gals Panic 3 (Arcade)][/spoiler]
[Spoiler= Gals Panic 4 (Arcade)][/spoiler]
[Spoiler= Gals Panic II (Arcade)][/spoiler]
[Spoiler= Gals Panic S (Arcade)][/spoiler]
[Spoiler= Gals Panic S2 (Arcade)][/spoiler]
[Spoiler= Gals Panic S3 (Arcade)][/spoiler]
[Spoiler= Great 1000 Miles Rally (Arcade)]
Game Palette Files:
Game Palette Files (USA Version):- 0 - mmp0x3.u2
- 1 - mmp1x3.u1
Game Palette Files (Evolution):- 0 - gmmu2.bin
- 1 - gmmu1.bin
Main CPU Palette - - Palette Interleave?: Yes
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x24E6
- Sprite Palette Start: 0x2986
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 8BPP Linear
- GFX Colour: 8BPP [255 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester [/spoiler]
[Spoiler= Great 1000 Miles Rally 2 (Arcade)]
Game Palette Files:- 0 - m2p0x1a.u8
- 1 - m2p1x1a.u7
Game Palette Files (USA):- 0 - m2p0a1.u8
- 1 - m2p1a1.u7
Main CPU Palette - - Palette Interleave?: Yes
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x24E6
- Sprite Palette Start: 0x2986
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 8BPP Linear
- GFX Colour: 8BPP [255 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester [/spoiler]
[Spoiler= Guts'n (Arcade)][/spoiler]
[Spoiler= Heavy Unit (Arcade)]
Game Palette File: b73_11.5p (Slave)
Main CPU Palettes - - Palette Interleave?: No
- Endian: Big
- High Color BPP: 15
- Colour Order: GRB
- Supported Only: Tile Molester
- Palette Start: 0x9000
- Total # Of Palettes: 105 Normal / 98 (Inverted)
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester
In-Game Data -- Background Palettes: 256
- Sprite Palettes: 256
[/spoiler]
[Spoiler= Jackie Chan: In Fists Of Fire (Arcade)][/spoiler]
[Spoiler= Jackie Chan: The Kung Fu Master (Arcade)]
Graphics -- GFX Codex: 8BPP Linear
- GFX Colour: 8BPP [255 + 1 transparency]
- Tile Size: 16x16
- Recommended to view on: TiledGGD
Spr-Gen I Locations
- Palette [0x0]
- Font 1
- Font 2
- Large Font 1
- Countdown Font
- Timer Font
- Kaneko Logos & Introduction Sprites
- Character Names
- Health Bars
- Dragon Medal
- Special Effects
- Thorsten
- Sam
- Jackie Chan (Five Animal Fist)
- Jackie Chan (Drunken Master)
- Yueng
- Jackie Chan (Project A)
- Mysterious Lion
- Kim-Maree
- Lau
- Jackie Chan Intro (Five Animal Fist)
- Jackie Chan Intro (Project A)
- Crates
- Barrels
- Unused GFX
- Splash
- Explosion
- Explosion 2
- Thorsten SFX
- Sam SFX
- Jackie Chan (Five Animal Fist) SFX
- Jackie Chan (Drunken Master) SFX
- Yueng SFX
- Jackie Chan (Project A) SFX
- Mysterious Lion SFX
- Kim-Maree SFX
- Lau SFX
- Attract Mode (Kaneko)
- Attract Mode (Dragon Logo)
- Attract Mode (Jackie Chan 1)
- Attract Mode (Jackie Chan 2)
- Attract Mode (Jackie Chan Fists)
- Attract Mode (Fire)
- Attract Mode (Logo 1)
- Attract Mode (Large Font)
- Unused Early Logo
- Attract Mode (Shining Logo)
- Attract Mode (China)
- Character Select Border
- Character Select Portraits
- Vs.
- Vs. Portraits
- Cutscene Border
- Drunken Master Stage Intro
- Five Animal Fist Stage Intro
- Project A Stage Intro
- SFX?
- Win Screens
- Jackie Chan Cinemas
- Continue
- Screen GFX
- High Score Portraits
- Ending Scenes
Spr-Gen II Locations
View-02 Locations
- Jackie Chan & Dragon Logo
Full Palette [/spoiler]
[Spoiler= Kabuki-Z (Arcade)]
[/spoiler]
[Spoiler= Kageki (Arcade)]
Sprite & Background Locations
- Font & HUD
- Taito Logo & Ranking
- Portraits
- Coach
- Kei
- 1st Enemy
- Louie
- Motorcycle Gang Leader
- 4th Enemy
- 3rd Enemy
- 2nd Enemy
- 5th Enemy
- Gang Leader Info
- Big HUD
- Weirdo
- Mac
- Main Background
- Stuff
- Motorcycle Dude
- Title Screen
- Ending
- Lady
- Explosion
- Misc.
[/spoiler]
[Spoiler= Magical Crystals (Arcade)]
Game Palette Files:- 0 - mc100e02.u18
- 1 - mc101e02.u19
Main CPU Palette - - Palette Interleave?: Yes
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x299EE
- Sprite Palette Start: 0x39A54
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester
In-Game Data - - View-02: 1024
- Kan-Spr: 1024
[/spoiler]
[spoiler= Oedo Fight (Arcade)]
Game Palette Files:
Main CPU Palette - - Palette Interleave?: Yes
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x24E6
- Sprite Palette Start: 0x2986
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester [/spoiler]
[Spoiler= Pack'n Bang Bang (Arcade)][/spoiler]
[Spoiler= Panic Street (Arcade)][/spoiler]
[Spoiler= PC Genjin AC Version (Arcade)]
Game Palette Files:
Main CPU Palette - - Palette Interleave?: Yes
- Endian: Big
- High Color BPP: 16
- Colour Order: GRB
- Supported In: TiledGGD, Tile Molester
- Background Palette Start: 0x24E6
- Sprite Palette Start: 0x2986
- Total # Of Palettes: 37(BG) + 92(SPR) = 129 PAL
- Recommended to view on: TiledGGD
Graphics -- GFX Codex: 4BPP Linear
- GFX Colour: 4BPP [15 + 1 transparency]
- Tile Size: Either 8x8 or 16x16 (NES Layered)
- Recommended to view on: Tile Molester [/spoiler]
[Spoiler= Power Athlete (Mega Drive)][/spoiler]
[Spoiler= Power Athlete (Super Famicom)][/spoiler]
[Spoiler= Puzz Loop (Arcade)][/spoiler]
[Spoiler= Sengeki Striker (Arcade)][/spoiler]
[Spoiler= Wani Wani World (Mega Drive)][/spoiler]
[Spoiler= Wing Force (Arcade)][/spoiler]
[Spoiler= Zen-Nihon GT Senshuken (Super Famicom)][/spoiler]
Full Palettes:
Air Buster [Arcade]
Aero Blasters [Mega Drive]
Aero Blasters [PCE]
B.Rap Boys [Arcade]
B.Rap Boys Special [Arcade]
Bakuretsu Breaker [Arcade]
Berlin No Kabe [Arcade]
Berlin No Kabe [Game Gear]
Chester Cheetah [Super Famicom]
Chester Cheetah 2 [Super Famicom]
DJ Boy [Arcade]
DJ Boy [Mega Drive]
Dr. Toppel's Tankentai [Arcade]
Gals Panic II (Overseas) [Arcade]
Gals Panic II (Japan/Quiz) [Arcade]
Heavy Unit [Arcade]
Heavy Unit [PCE]
Jackie Chan: The Kung Fu Master [Arcade]
Kabuki-Z [Arcade]
Kageki [Arcade]
Magical Crystals [Arcade]
Power Athlete [Super Famicom]
Super Star Soldier [PCE]
Wani Wani World [Mega Drive]
Zen-Nihon GT Senshuken [Super Famicom]
Hard To Obtain Palettes / GFX
8-Bit Arcade Games: Can't be viewed and obtained in GGD and TM for now. One of the methods is getting the palettes from MAME.
Some compressed data: Data that's compressed and therefore is unobtainable. Most of this applies to consumer hardware and software.
Sources:
MAME
TiledGGD
Tile Molester
RE: Kaneko Palette & GFX Database - AFruitaday! - 11-24-2020
Update: The first link to the palette image has been uploaded (of course Air Buster). I will upload more palette images and data soon!
RE: Kaneko Palette & GFX Database - AFruitaday! - 11-25-2020
Added Sprite and background locations in Toppel's Adventure and Kageki in order. Will have the gfx addresses soon and also used the MAME emulator.
RE: Kaneko Palette & GFX Database - AFruitaday! - 12-13-2020
Finally found how to obtain Genesis palettes! You have to copy the Mega Drive (which is 9bpp) which is usually on the palette header. There's a file called tmspec (Tile Molester) where you can edit the file to show various gfx in a specific way. I'll upload them later, also the SNES palettes too.
RE: Kaneko Palette & GFX Database - AFruitaday! - 12-16-2020
Posted up several Mega Drive, Super Famicom, and PC-Engine palettes. Also I separated the pals from the game section so It would be easier to navigate through the palettes.
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