User Tools

Site Tools


zero_mission: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
Next revision
Previous revision
Next revisionBoth sides next revision
zero_mission:locations:generic_bg_graphics [2020/07/16 03:59] felixwrightzero_mission:locations:generic_bg_graphics [2022/05/26 03:52] – door transition/animation stuff felixwright
Line 1: Line 1:
 ^Address^Decimal^Width^Height^Description^ ^Address^Decimal^Width^Height^Description^
-|$5D940C|6132748|32|4|Generic BG GFX (Zebes)| +|0x2007000|xxxxxxx|xx|x|Hatch Transition Tilemap[1]| 
-|$5DA40C|6136844|32|4|Generic BG GFX (Mothership)| +|0x83655A0|3560864|32|?|Hatch Animation Tilemap[2]| 
-|$5D980C|6133772|17|1|Zebes Hatch Open Animation| +|0x85D940C|6132748|32|4|Generic BG GFX (Zebes)| 
-|$5DA80C|6137868|17|1|Mothership Hatch Open Animation| +|0x85DA40C|6136844|32|4|Generic BG GFX (Mothership)| 
-|$5DFE20|6159904|16|1|Generic BG Tiles Palette| +|0x85D980C|6133772|17|1|Zebes Hatch Open Animation| 
-|$5DFE40|6159936|16|1|Generic BG Hatch Palette| +|0x85DA80C|6137868|17|1|Mothership Hatch Open Animation| 
-|$5E0420|6161440|16|6|Zebes Hatch Unlock Palette| +|0x85DFE20|6159904|Palette|1 Row|Generic BG Tiles Palette| 
-|$5E0220|6160928|16|6|Mothership Hatch Unlock Palette|+|0x85DFE40|6159936|Palette|1 Row|Generic BG Hatch Palette| 
 +|0x85E0420|6161440|Palette|6 Rows|Zebes Hatch Unlock Palette| 
 +|0x85E0220|6160928|Palette|6 Rows|Mothership Hatch Unlock Palette|
 {{zero_mission:locations:hatches.png}} {{zero_mission:locations:hatches.png}}
 +
 +[1]: to edit:\\ 
 +1) open ROM in nocash and set a breakpoint for [0x2007000]?! during a transition.\\
 +2) dump (0x1000 bytes) using no$ -> 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