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Author Topic: How do I trace sprites? (using FCEUXD)  (Read 524 times)
Hamtaro126
Guest
« on: March 16, 2007, 11:49:27 pm »

I want to know how to trace sprites, For example: the SMB3 koopa. I tried tracing it and there is no use

so can anyone help?
RedComet
Guest
« Reply #1 on: March 17, 2007, 12:13:30 am »

First what are you looking for? The sprite data (tiles) or the X/Y attributes?
Griff Morivan
Guest
« Reply #2 on: March 17, 2007, 10:15:45 am »

...Tracing? As in taking a sprite from one source and putting it elsewhere?

It's called a screen shot. Or a sprite page. And then just blow up the image to make it bigger and look at it carefully.

It's a hell of a lot easier than importing any BMPs.
Hamtaro126
Guest
« Reply #3 on: March 17, 2007, 01:01:38 pm »

I am acually looking for SPRITE DATA (Tiles) and for your info i am looking for:

  • The KOOPA data

and

  • **The random color data for the ''Ice Block Sprite''

** = the block which looks like a CYAN (Super Light Blue) brick. But when you pick it up, a brick sprite with random colors will be there!

BTW: I want the Ice block sprite (with random colors) to be yellow instead of random colors!

I meant Tracing as in ''Looking for DATA'' not ''Taking stuff and putting it in another source''!
creaothceann
Guest
« Reply #4 on: March 17, 2007, 01:27:37 pm »

Quote from: Griff Morivan on March 17, 2007, 10:15:45 am
...Tracing? As in taking a sprite from one source and putting it elsewhere?

That'd be "copy'n'pasting".
Disch
Guest
« Reply #5 on: March 17, 2007, 01:55:09 pm »

"Tracing" is kind of short for "code tracing".  As in you make a log of code that executes, then read it and follow it (ie, "trace" it) to see how it does what it does.  There's no real tricks to tracing... other than being able to decipher the code well, which comes from time and experience.

FCEUXD has a tracelogger and a debugger.  Fire up the tracelogger and make the debugger snap when the game loads the data you want it to load and follow the code until you find what you're looking for.  There's nothing else really to it.
Griff Morivan
Guest
« Reply #6 on: March 17, 2007, 02:55:01 pm »

Ah. Totally didn't know that.
RedComet
Guest
« Reply #7 on: March 17, 2007, 08:38:08 pm »

Usually, a page ($100 bytes) of memory containing the sprite data (X,Y, mirroring, tile number) is DMA'd to SPR-RAM through register $4014. I'd start off setting a write breakpoint for that register. From there, you can poke various bytes in that page and probably find what you're looking for.

Grab a copy of Yoshi's NESTECH if you haven't already and read up on, among other things, the way sprite data is stored.
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