This is an old revision of the document!
Address | Decimal | Width | Height | Description |
---|---|---|---|---|
0x2007000 | xxxxxxx | xx | x | Hatch Transition Tilemap[1] |
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 |
[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 This C code.
9) go to 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.