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zero_mission:locations:generic_bg_graphics

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zero_mission:locations:generic_bg_graphics [2017/12/10 19:20] – created felixwrightzero_mission:locations:generic_bg_graphics [2022/05/26 03:52] – door transition/animation stuff felixwright
Line 1: Line 1:
-^Address^Decimal^Description       +^Address^Decimal^Width^Height^Description^ 
-|$5D940C|6132748|Generic BG GFX    +|0x2007000|xxxxxxx|xx|x|Hatch Transition Tilemap[1]| 
-|$5DFE20|6159904|Generic BG Palette|+|0x83655A0|3560864|32|?|Hatch Animation Tilemap[2]| 
 +|0x85D940C|6132748|32|4|Generic BG GFX (Zebes)
 +|0x85DA40C|6136844|32|4|Generic BG GFX (Mothership)| 
 +|0x85D980C|6133772|17|1|Zebes Hatch Open Animation| 
 +|0x85DA80C|6137868|17|1|Mothership Hatch Open Animation| 
 +|0x85DFE20|6159904|Palette|1 Row|Generic BG Tiles Palette| 
 +|0x85DFE40|6159936|Palette|1 Row|Generic BG Hatch Palette| 
 +|0x85E0420|6161440|Palette|6 Rows|Zebes Hatch Unlock Palette| 
 +|0x85E0220|6160928|Palette|6 Rows|Mothership Hatch Unlock Palette| 
 +{{zero_mission:locations:hatches.png}}
  
 +[1]: to edit:\\ 
 +1) open ROM in nocash and set a breakpoint for [0x2007000]?! 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 [[https://cdn.discordapp.com/attachments/278643461157289985/963163763903701033/rleencode.c | This C code.]]\\
 +9) go to [[https://www.jdoodle.com/online-compiler-c++/|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 0x8364F80 (Ctrl+B)\\
  
 +
 +[2]: To view in MAGE, add tileset (blank), open tileset editor, substract two from offset (0x836559E) and write it to tiletable pointer, apply.
zero_mission/locations/generic_bg_graphics.txt · Last modified: 2022/06/26 23:34 by felixwright