Since the thread is still alive and well, and I decided to dip my toe back into things... I wanna touch on something that always bugged me in Sonic 1, and I almost guarantee no one noticed. But I did 4 years ago when I last worked on a hack, and I do again now. Sonic 1 has a 64 color palette file of all white, just for the background on the sega screen... Which the game branches away to go set up, and then come back to load it into RAM... Nah, methinks that could be optimized. Now, if you want to replace the Sega BG palette to something more colorful, you might not opt to do this... hell you might not opt to anyway, but I think it's good to share anyway. Someone could learn something. Go to @loadpal: under GM_Sega: and replace this: Code (Text): @loadpal: ;moveq #palid_SegaBG,d0 ;bsr.w PalLoad2 ; load Sega logo palette NOTE: I tweaked it to fade into white, because I think it looks nicer... so keep that in mind if you decide to do this. Code (Text): @loadpal: ;moveq #palid_SegaBG,d0 ;bsr.w PalLoad1 ; load Sega logo palette - Tweaked to allow fade in ; Nah, let's make that more efficient, shall we? lea (v_pal_dry_dup).l,a3 moveq #$3F,d7 @loop: move.w #cWhite,(a3)+ ; move data to RAM dbf d7,@loop bsr.w PaletteFadeIn ; added to allow fade in If you instead want to change it to a proper, more colorful palette to suit you, then disregard my changes but still change to PalLoad1 and add PaletteFadeIn to make it look a lot nicer.