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zero_mission:locations:generic_bg_graphics [2022/05/26 03:52] – door transition/animation stuff felixwright | zero_mission:locations:generic_bg_graphics [2022/06/26 23:32] – felixwright | ||
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^Address^Decimal^Width^Height^Description^ | ^Address^Decimal^Width^Height^Description^ | ||
- | |0x2007000|xxxxxxx|xx|x|Hatch Transition Tilemap[1]| | + | |0x2007000|xxxxxxx|xx|x|Hatch Transition Tilemap |
+ | |0x8364F80|3559296|xx|x|Hatch Transition Tilemap (ROM, RLE compressed)[1]| | ||
|0x83655A0|3560864|32|? | |0x83655A0|3560864|32|? | ||
|0x85D940C|6132748|32|4|Generic BG GFX (Zebes)| | |0x85D940C|6132748|32|4|Generic BG GFX (Zebes)| | ||
Line 13: | Line 14: | ||
[1]: to edit: | [1]: to edit: | ||
- | 1) open ROM in nocash and set a breakpoint for [0x2007000]? | + | 1) open ROM in nocash and load a save file. set a breakpoint for '' |
- | 2) dump (0x1000 bytes) using no$ -> window | + | 2) resume the game until it breaks right before the DMA at 0x8003248. This should happen the third time it breaks.\\ |
- | 3) export generic BG GFX as raw (do not use a file extension)\\ | + | 3) go to 0x2007000 in the data window and dump 4096 (0x1000 bytes) using '' |
- | 4) pad the exported generic BG with 2048 bytes of 00\\ | + | 4) export generic BG GFX as raw (use the default .gfx filetype)\\ |
- | 5) MAGE -> tools -> compression -> lz77 compress file... exported generic BG and dumped tilemap\\ | + | 5) pad the beginning of exported generic BG with 2048 (0x800) |
- | 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.\\ | + | 6) '' |
- | 7) reload rom in MAGE, then tile table editor -> offset | + | 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) make desired edits, then export raw. rename file to " | + | 8) reload rom in MAGE, then open '' |
- | 9) go to [[https:// | + | 9) make desired edits, then export raw. rename file to " |
- | 10) upload tt.bin, then run the code. you should get tt.rle.\\ | + | 10) go to [[https:// |
- | 11) copy the contents of tt.rle in a hex editor and paste-write over 0x8364F80 (Ctrl+B)\\ | + | 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 tiletable pointer, apply. | + | [2]: To view in MAGE, add tileset (blank), open tileset editor, substract two from offset (0x836559E) and write it to new tileset' |