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zero_mission:locations:generic_bg_graphics

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zero_mission:locations:generic_bg_graphics [2022/05/26 03:52]
felixwright door transition/animation stuff
zero_mission:locations:generic_bg_graphics [2022/06/26 23:34] (current)
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 RAM, uncompressed[1]| 
 +|0x8364F80|3559296|xx|x|Hatch Transition Tilemap (ROM, RLE compressed)[1]|
 |0x83655A0|3560864|32|?|Hatch Animation Tilemap[2]| |0x83655A0|3560864|32|?|Hatch Animation Tilemap[2]|
 |0x85D940C|6132748|32|4|Generic BG GFX (Zebes)| |0x85D940C|6132748|32|4|Generic BG GFX (Zebes)|
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 [1]: to edit:\\  [1]: to edit:\\ 
-1) open ROM in nocash and set a breakpoint for [0x2007000]?during a transition.\\ +1) Open ROM in nocash and load a save file. set a breakpoint for ''[0x2007000]?!'' . Go through a hatch to start room transition.\\ 
-2) dump (0x1000 bytes) using no$ -> window -> "binary dump to .bin file"\\ +2) Resume the game until it breaks right before the DMA at 0x8003248. This should happen the third time it breaks.\\ 
-3export 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 ''no$ -> utility -> "binary dump to .bin file"''\\ 
-4pad the exported generic BG with 2048 bytes of 00\\ +4Export generic BG GFX as raw(use the default .gfx filetype)\\ 
-5) MAGE -> tools -> compression -> lz77 compress file... exported generic BG and dumped tilemap\\ +5Pad the beginning of exported generic BG with 2048 (0x800) bytes of 00.\\ 
-6append 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''MAGE -> tools -> compression -> lz77 compress file...'' exported generic BG and dumped tilemap\\ 
-7reload rom in MAGE, then tile table editor -> offset tab -> punch in compressed tile table, compressed generic bg, and generic bg palette.\\ +7Append 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.\\ 
-8make desired edits, then export raw. rename file to "tt.bin" then grab [[https://cdn.discordapp.com/attachments/278643461157289985/963163763903701033/rleencode.c | This C code.]]\\ +8Reload rom in MAGE, then open ''MAGE -> editors -> tile table editor -> offset''punch in compressed tile table, compressed generic bg, and generic bg palette.\\ 
-9go to [[https://www.jdoodle.com/online-compiler-c++/|jdoodle]] and paste in the code.\\ +9Make desired edits, then export raw. rename file to "tt.bin" then grab [[https://cdn.discordapp.com/attachments/278643461157289985/963163763903701033/rleencode.c | This C code.]]\\ 
-10upload tt.bin, then run the code. you should get tt.rle.\\ +10Go to [[https://www.jdoodle.com/online-compiler-c++/|jdoodle]] and paste in the code.\\ 
-11copy the contents of tt.rle in a hex editor and paste-write over 0x8364F80 (Ctrl+B)\\+11Upload tt.bin, then run the code. you should get tt.rle.\\ 
 +12Copy 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'tiletable pointer, apply. then open tile table editor to new tileset.
zero_mission/locations/generic_bg_graphics.1653537158.txt.gz · Last modified: 2022/05/26 03:52 by felixwright