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fusion:locations:generic_bg_graphics
AddressDecimalWidthHeightDescription
0x2032000xxxxxxxxxxHatch Transition Tilemap RAM, uncompressed[1]
0x83F21A43559296xxxHatch Transition Tilemap (ROM, RLE compressed)[1]
0x83BE740356086432?Hatch Animation Tilemap[2]
0x83F28C84139208324Generic BG GFX
0x840805C422716416xGeneric BG Tiles Palette
0x840807C422719616xGeneric BG Hatch Palette
0x840825C422767616EGeneric BG Hatch Animated + Unlock palettes

[1]: to edit:
1) Open ROM in nocash and load a save file. set a breakpoint for [0x2032000]?! . Go through a hatch to start a room transition.
2) Resume the game until it breaks right before the DMA at 0x8002F80. This should happen the second time it breaks.
3) Go to 0x2032000 in the data window and dump 4096 (0x1000 bytes) using no$ → utility → “binary dump to .bin file”
4) Export generic BG GFX as raw. (use the default .gfx filetype)
5) Pad the beginning of exported generic BG with 2048 (0x800) bytes of 00.
6) MAGE → tools → compression → lz77 compress file… exported generic BG and dumped tilemap
7) Append both files to the end of ROM using a hex editor. Take note of the offset before you paste in the bytes of the first and second file.
8) Reload rom in MAGE, then open MAGE → editors → tile table editor → offset. punch in compressed tile table, compressed generic bg, and generic bg palette.
9) Make desired edits, then export raw. rename file to “tt.bin” then grab This C code.
10) Go to jdoodle and paste in the code.
11) Upload tt.bin, then run the code. you should get tt.rle.
12) Copy the contents of tt.rle in a hex editor and paste-write over 0x83F21A4 (Ctrl+B)

[2]: To view in MAGE, add tileset (blank), open tileset editor, substract two from offset (0x83BE73E) and write it to new tileset's tiletable pointer, apply. then open tile table editor to new tileset.

fusion/locations/generic_bg_graphics.txt · Last modified: 2022/06/26 23:33 by felixwright