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zero_mission:locations:generic_bg_graphics

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zero_mission:locations:generic_bg_graphics [2020/07/16 04:00] felixwrightzero_mission:locations:generic_bg_graphics [2022/06/26 23:34] felixwright
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 ^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 RAM, uncompressed[1]| 
-|$5DA40C|6136844|32|4|Generic BG GFX (Mothership)| +|0x8364F80|3559296|xx|x|Hatch Transition Tilemap (ROM, RLE compressed)[1]| 
-|$5D980C|6133772|17|1|Zebes Hatch Open Animation| +|0x83655A0|3560864|32|?|Hatch Animation Tilemap[2]| 
-|$5DA80C|6137868|17|1|Mothership Hatch Open Animation| +|0x85D940C|6132748|32|4|Generic BG GFX (Zebes)| 
-|$5DFE20|6159904|Palette|1 Row|Generic BG Tiles Palette| +|0x85DA40C|6136844|32|4|Generic BG GFX (Mothership)| 
-|$5DFE40|6159936|Palette|1 Row|Generic BG Hatch Palette| +|0x85D980C|6133772|17|1|Zebes Hatch Open Animation| 
-|$5E0420|6161440|Palette|6 Rows|Zebes Hatch Unlock Palette| +|0x85DA80C|6137868|17|1|Mothership Hatch Open Animation| 
-|$5E0220|6160928|Palette|6 Rows|Mothership Hatch Unlock Palette|+|0x85DFE20|6159904|Palette|1 Row|Generic BG Tiles Palette| 
 +|0x85DFE40|6159936|Palette|1 Row|Generic BG Hatch Palette| 
 +|0x85E0420|6161440|Palette|6 Rows|Zebes Hatch Unlock Palette| 
 +|0x85E0220|6160928|Palette|6 Rows|Mothership Hatch Unlock Palette|
 {{zero_mission:locations:hatches.png}} {{zero_mission:locations:hatches.png}}
 +
 +[1]: to edit:\\ 
 +1) Open ROM in nocash and load a save file. set a breakpoint for ''[0x2007000]?!'' . Go through a hatch to start a room transition.\\
 +2) Resume the game until it breaks right before the DMA at 0x8003248. This should happen the third time it breaks.\\
 +3) Go to 0x2007000 in the data window and dump 4096 (0x1000 bytes) using ''no$ -> utility -> "binary dump to .bin file"''\\
 +4) Export generic BG GFX as raw (use the default .gfx filetype)\\
 +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\\
 +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.\\
 +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.\\
 +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 0x8364F80 (Ctrl+B)\\
 +
 +
 +[2]: To view in MAGE, add tileset (blank), open tileset editor, substract two from offset (0x836559E) and write it to new tileset's tiletable pointer, apply. then open tile table editor to new tileset.
zero_mission/locations/generic_bg_graphics.txt · Last modified: 2022/06/26 23:34 by felixwright