Quote from: willj168 on October 04, 2009, 09:04:35 pm
As I was suggested to expand the rom in order to obtain enough tiles to make the Koopaling sprites, do I just simply expand the CHR (graphics) because it gets me extra tiles to make more objects/sprites? As I seen in some hacks, animation and BG effects are the result of ROM CHR expansion. Is that correct?
Not to go off-topic, but I want to use two sets of tiles for the Koopaling/Bowser sprites because of walking animation. With one set of tiles for Bowser, how many times do I need to duplicate the CHR and what is the offset to the CHR in SMB1?
Not to go off-topic, but I want to use two sets of tiles for the Koopaling/Bowser sprites because of walking animation. With one set of tiles for Bowser, how many times do I need to duplicate the CHR and what is the offset to the CHR in SMB1?
The original SMB1 Bowser has a grand total of sixteen sprite tiles to his name, correct? The overlapping sprite routine I suggested earlier would utilize twelve sprite tiles, leaving four for alternate frames.
Expanding the CHR-ROM would also require expanding the ROM to utilize a different mapper. Fortunately, you only need seven additional lines of sixteen sprite tiles apiece, and that kind of selective-replacement *is* possible. (Zelda 1 swaps out the bottom six lines of sprite tiles depending upon what type of dungeon you're in.)