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zero_mission:locations:generic_bg_graphics [2017/12/10 19:24] – felixwright | zero_mission:locations:generic_bg_graphics [2022/05/26 03:52] – door transition/animation stuff felixwright | ||
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- | ^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 Tiles Palette| | + | |0x83655A0|3560864|32|? |
- | |$5DFE40|6159936|Generic BG Hatch Palette| | + | |0x85D940C|6132748|32|4|Generic BG GFX (Zebes)| |
+ | |0x85DA40C|6136844|32|4|Generic BG GFX (Mothership)| | ||
+ | |0x85D980C|6133772|17|1|Zebes Hatch Open Animation| | ||
+ | |0x85DA80C|6137868|17|1|Mothership Hatch Open Animation| | ||
+ | |0x85DFE20|6159904|Palette|1 Row|Generic BG Tiles Palette| | ||
+ | |0x85DFE40|6159936|Palette|1 Row|Generic BG Hatch Palette| | ||
+ | |0x85E0420|6161440|Palette|6 Rows|Zebes Hatch Unlock Palette| | ||
+ | |0x85E0220|6160928|Palette|6 Rows|Mothership Hatch Unlock | ||
{{zero_mission: | {{zero_mission: | ||
+ | |||
+ | [1]: to edit: | ||
+ | 1) open ROM in nocash and set a breakpoint for [0x2007000]? | ||
+ | 2) dump (0x1000 bytes) using no$ -> window -> " | ||
+ | 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 " | ||
+ | 9) go to [[https:// | ||
+ | 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. |