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fusion:locations:generic_bg_graphics

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fusion:locations:generic_bg_graphics [2022/05/26 04:07] felixwrightfusion:locations:generic_bg_graphics [2022/06/26 23:32] felixwright
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-^Address^Decimal^Description             +^Address^Decimal^Width^Height^Description^ 
-|$3F28C8|4139208|Generic BG GFX          | +|0x2032000|xxxxxxx|xx|x|Hatch Transition Tilemap RAM, uncompressed[1]| 
-|$40805C|4227164|Generic BG Tiles Palette| +|0x83F21A4|3559296|xx|x|Hatch Transition Tilemap (ROM, RLE compressed)[1]| 
-|$40807C|4227196|Generic BG Hatch Palette|+|0x83BE740|3560864|32|?|Hatch Animation Tilemap[2]| 
 +|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:locations:hatches.png}} {{fusion:locations:hatches.png}}
  
 [1]: to edit:\\  [1]: to edit:\\ 
-1) open ROM in nocash and set a breakpoint for [0x2032000]?during a transition.\\ +1) open ROM in nocash and load a save file. set a breakpoint for ''[0x2032000]?!'' . Go through a hatch to start room transition.\\ 
-2) dump (0x1000 bytes) using no$ -> window -> "binary dump to .bin file"\\ +2) resume the game until it breaks right before the DMA at 0x8002F80. This should happen the second time it breaks.\\ 
-3) export generic BG GFX as raw (do not use a file extension)\\ +3) Go to 0x2032000 in the data window and dump 4096 (0x1000 bytes) using ''no$ -> utility -> "binary dump to .bin file"''\\ 
-4) pad the exported generic BG with 2048 bytes of 00\\ +4) export generic BG GFX as raw(use the default .gfx filetype)\\ 
-5) MAGE -> tools -> compression -> lz77 compress file... exported generic BG and dumped tilemap\\ +5) pad the beginning of exported generic BG with 2048 bytes of 00.\\ 
-6) 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.\\ +6''MAGE -> tools -> compression -> lz77 compress file...'' exported generic BG and dumped tilemap\\ 
-7) reload rom in MAGE, then tile table editor -> offset tab -> punch in compressed tile table, compressed generic bg, and generic bg palette.\\ +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) make desired edits, then export raw. rename file to "tt.bin" then grab [[https://cdn.discordapp.com/attachments/278643461157289985/963163763903701033/rleencode.c | This C code.]]\\ +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) go to [[https://www.jdoodle.com/online-compiler-c++/|jdoodle]] and paste in the code.\\ +9) make desired edits, then export raw. rename file to "tt.bin" then grab [[https://cdn.discordapp.com/attachments/278643461157289985/963163763903701033/rleencode.c | This C code.]]\\ 
-10) upload tt.bin, then run the code. you should get tt.rle.\\ +10) go to [[https://www.jdoodle.com/online-compiler-c++/|jdoodle]] and paste in the code.\\ 
-11) copy the contents of tt.rle in a hex editor and paste-write over 0x83F21A4 (Ctrl+B)\\+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 (0x83BE738) and write it to new tileset's tiletable pointer, apply. then open tile table editor to new tileset.+[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