fusion:locations:generic_bg_graphics
Differences
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fusion:locations:generic_bg_graphics [2025/03/06 21:30] – created - external edit 127.0.0.1 | fusion:locations:generic_bg_graphics [2025/06/18 10:41] (current) – felixwright | ||
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- | ^Address^Decimal^Width^Height^Description^ | + | ~~REDIRECT> |
- | |0x2032000|xxxxxxx|xx|x|Hatch Transition Tilemap RAM, uncompressed[1]| | + | |
- | |0x83F21A4|3559296|xx|x|Hatch Transition Tilemap (ROM, RLE compressed)[1]| | + | |
- | |0x83BE740|3560864|32|? | + | |
- | |0x83F28C8|4139208|32|4|Generic BG GFX | | + | |
- | |0x840805C|4227164|16|x|Generic BG Tiles Palette| | + | |
- | |0x840807C|4227196|16|x|Generic BG Hatch Palette| | + | |
- | |0x840825C|4227676|16|E|Generic BG Hatch Animated + Unlock palettes| | + | |
- | {{fusion: | + | |
- | + | ||
- | [1]: to edit:\\ | + | |
- | 1) Open ROM in nocash and load a save file. set a breakpoint for '' | + | |
- | 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 '' | + | |
- | 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) '' | + | |
- | 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 '' | + | |
- | 9) Make desired edits, then export raw. rename file to " | + | |
- | 10) Go to [[https:// | + | |
- | 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' | + |
fusion/locations/generic_bg_graphics.txt · Last modified: by felixwright