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fusion:locations:generic_bg_graphics

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AddressDecimalWidthHeightDescription
0x2032000xxxxxxxxxxHatch Transition Tilemap RAM, uncompressed[1]
0x83F21A43559296xxxHatch Transition Tilemap (ROM, RLE compressed)[1]
0x83BE740356086432?Hatch Animation Tilemap[2]
$3F28C84139208Generic BG GFX
$40805C4227164Generic BG Tiles Palette
$40807C4227196Generic BG Hatch Palette

[1]: to edit:
1) open ROM in nocash and set a breakpoint for [0x2032000]?! during a transition.
2) dump (0x1000 bytes) using no$ → window → “binary dump to .bin file”
3) export generic BG GFX as raw (do not use a file extension)
4) pad the exported generic BG with 2048 bytes of 00
5) MAGE → tools → compression → lz77 compress file… exported generic BG and dumped tilemap
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.
7) reload rom in MAGE, then tile table editor → offset tab → punch in compressed tile table, compressed generic bg, and generic bg palette.
8) make desired edits, then export raw. rename file to “tt.bin” then grab This C code.
9) go to jdoodle and paste in the code.
10) upload tt.bin, then run the code. you should get tt.rle.
11) 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.1653538207.txt.gz · Last modified: 2022/05/26 04:10 by felixwright