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Kaneko Palette & GFX Database
#1
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:
  • 0 -
  • 1 -
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:
  • 0 -
  • 1 -
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
  1. Font
  2. Player Ship
  3. General Enemies
  4. Effects
  5. Bosses
  6. Boss Explosion
  7. Unused Pen Thing
  8. Misc. Stuff
  9. Title Screen (Japan)
  10. Title Screen (Overseas)
  11. Ending Sprites
  12. Ending BG
  13. Final Stage (Waterfall)
  14. Side Turrets
  15. Final Boss & Core Boss
  16. Main Background Tiles
[/spoiler]
[Spoiler= Fujiyama Buster (Arcade)]
Game Palette Files:
  • 0 -
  • 1 -
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:
  • 0 - u2.bin
  • 1 - u1.bin
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
  1. Palette [0x0]
  2. Font 1
  3. Font 2
  4. Large Font 1
  5. Countdown Font
  6. Timer Font
  7. Kaneko Logos & Introduction Sprites
  8. Character Names
  9. Health Bars
  10. Dragon Medal
  11. Special Effects
  12. Thorsten
  13. Sam
  14. Jackie Chan (Five Animal Fist)
  15. Jackie Chan (Drunken Master)
  16. Yueng
  17. Jackie Chan (Project A)
  18. Mysterious Lion
  19. Kim-Maree
  20. Lau
  21. Jackie Chan Intro (Five Animal Fist)
  22. Jackie Chan Intro (Project A)
  23. Crates
  24. Barrels
  25. Unused GFX
  26. Splash
  27. Explosion
  28. Explosion 2
  29. Thorsten SFX
  30. Sam SFX
  31. Jackie Chan (Five Animal Fist) SFX
  32. Jackie Chan (Drunken Master) SFX
  33. Yueng SFX
  34. Jackie Chan (Project A) SFX
  35. Mysterious Lion SFX
  36.  Kim-Maree SFX
  37. Lau SFX
  38. Attract Mode (Kaneko)
  39. Attract Mode (Dragon Logo)
  40. Attract Mode (Jackie Chan 1)
  41. Attract Mode (Jackie Chan 2)
  42. Attract Mode (Jackie Chan Fists)
  43. Attract Mode (Fire)
  44. Attract Mode (Logo 1)
  45. Attract Mode (Large Font)
  46. Unused Early Logo
  47. Attract Mode (Shining Logo)
  48. Attract Mode (China)
  49. Character Select Border
  50. Character Select Portraits
  51. Vs.
  52. Vs. Portraits
  53. Cutscene Border
  54. Drunken Master Stage Intro
  55. Five Animal Fist Stage Intro
  56. Project A Stage Intro
  57. SFX?
  58. Win Screens
  59. Jackie Chan Cinemas
  60. Continue
  61. Screen GFX
  62. High Score Portraits
  63. Ending Scenes
Spr-Gen II Locations
View-02 Locations 
  1. Jackie Chan & Dragon Logo
Full Palette [/spoiler]
[Spoiler= Kabuki-Z (Arcade)]
[/spoiler]
[Spoiler= Kageki (Arcade)]
Sprite & Background Locations
  1. Font & HUD
  2. Taito Logo & Ranking
  3. Portraits
  4. Coach
  5. Kei
  6. 1st Enemy
  7. Louie
  8. Motorcycle Gang Leader
  9. 4th Enemy
  10. 3rd Enemy
  11. 2nd Enemy
  12. 5th Enemy
  13. Gang Leader Info
  14. Big HUD
  15. Weirdo
  16. Mac
  17. Main Background
  18. Stuff
  19. Motorcycle Dude
  20. Title Screen
  21. Ending
  22. Lady
  23. Explosion
  24. 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:
  • 0 -
  • 1 -
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:
  • 0 -
  • 1 -
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
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#2
Update: The first link to the palette image has been uploaded (of course Air Buster). I will upload more palette images and data soon! Big Grin
Reply
#3
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.
Reply
#4
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.
Reply
#5
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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