User Tools

Site Tools


fusion:locations:generic_bg_graphics

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
fusion:locations:generic_bg_graphics [2022/06/26 23:32] felixwrightfusion:locations:generic_bg_graphics [2022/06/26 23:33] (current) felixwright
Line 10: Line 10:
  
 [1]: to edit:\\  [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.\\ +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.\\+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"''\\ 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)\\ +4) Export generic BG GFX as raw. (use the default .gfx filetype)\\ 
-5) pad the beginning of exported generic BG with 2048 bytes of 00.\\+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\\ 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.\\ +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.\\ +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 [[https://cdn.discordapp.com/attachments/278643461157289985/963163763903701033/rleencode.c | This C 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) go to [[https://www.jdoodle.com/online-compiler-c++/|jdoodle]] and paste in the code.\\ +10) Go to [[https://www.jdoodle.com/online-compiler-c++/|jdoodle]] and paste in the code.\\ 
-11) upload tt.bin, then run the code. you should get tt.rle.\\ +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)\\+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. [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