As I mentioned, you need to edit Mario's graphics then to use the second half
of the palette (colors 8-F) rather than the first (note: you'll have to enable a custom palette on the submap in order to edit those colors). Make your palette there first, then export a .pal file using the
Now, if you haven't already, export the graphics from your ROM using the
button in LM's main window. This will create a "Graphics" folder in the same directory as your hack. Navigate to that folder, and open GFX10.bin in YY-CHR
. Then, load the .pal file your exported before by navigating the file menu to "Palette -> Open palette(*.pal)". Finally, switch the graphics format to "4bpp SNES", palette mode to "PAL" (rather than "PAL SET"), and click Mario's palette in the palette selector to the right.
Assuming you did everything correct, you should see all of Mario's graphics on the left side of the window, in Mario's palette. Essentially, what you want to do is remap his colors to use the new ones you added on the right side of the palette. An easy way to do this is to select tiles (you can right-click and drag to select a region) then use the
button to remap colors. In the dialog that pops up from clicking this, you'll see two rows of colors. In the bottom row, click the current color (the color Mario normally uses), then in the top row, click the color you want to use instead (the one in the second half of the palette). Do this for all the colors you want to move over there. When you're done, click OK and you'll see the colors swap on Mario's graphics. Repeat for all the tiles, but be careful not to remap any other sprites besides Mario in the process.
Finally, when everything's done, save the GFX file back (if YY-CHR prompts you to "expand the file", say no), and reimport it to your hack with the
button in Lunar Magic. So now, Mario and Luigi will use the second half of the palettes on the overworld.