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Topic: Zelda 1 Sprite Locations? (Read 2 times)
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Dr. Floppy
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« on: August 24, 2008, 11:36:12 pm » |
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Greetings all,
Now that summer is over (and that unfortunate ordeal behind me), the time has come to resume production on The Legend of Iowa.
Of course, what's a resumed effort without a near-instant roadblock? I'm having issues finding the ROM locations for various sprites. I acquired the individual tile ID's from the PPU Viewer of FCEUxd, but none of my hex editor searches have panned out.
For example, your basic westward-facing Octorok is comprised of two frames: the first with tiles B4-B5-B6-B7, the second with tiles B8-B9-BA-BB. These strings are found once apiece in the ROM, but neither occurance seems to be related to Octorok graphics. (Their alternate "ACBD" formats don't appear at all.)
Is there some kind of compression scheme going on here, or am I missing something equally offsetting?
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tomaitheous
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« Reply #1 on: August 25, 2008, 02:00:37 am » |
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Using Tile Molester, I can see the enemy sprites just fine. Set the display window for 16x16 tiles, enable row interleaved, and set your offset to $0000CE2B.
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Hamtaro126
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« Reply #2 on: August 25, 2008, 03:49:19 pm » |
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Zelda 1 has a 8x16 Tile format that is used in SMB2, SMB3 and some other countless games.
If you use YY-CHR, Switch to 8x16 mode. Then according to the CHR, If it's CHR reigon #1 ($0000), Try the below CHR Scheme #1, If it is the East Chr reigon #2 ($1000) try Scheme #2
CHR scheme #1: $00, $02, $04, $06. etc. CHR scheme #2: $01, $03, $05, $07. etc.
Hope This Helps.
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frantik
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« Reply #3 on: August 25, 2008, 04:14:58 pm » |
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are you looking for the 8x8 tiles or the meta tile tables? fwiw the south facing rock guy looks like it's made up of b0 and b1, then just mirrored for the other side. didnt find b0 b1 b0 b1 or any combination though
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« Last Edit: August 25, 2008, 04:26:19 pm by frantik »
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Dr. Floppy
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« Reply #4 on: August 25, 2008, 10:45:58 pm » |
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are you looking for the 8x8 tiles or the meta tile tables? fwiw the south facing rock guy looks like it's made up of b0 and b1, then just mirrored for the other side. didnt find b0 b1 b0 b1 or any combination though Ah! Mea maxima culpa... I'm trying to find the metatile tables within the game's ROM code. (I can find the individual tiles via TileLayerPro by shifting the pixels with the - button.) Basically, I want to alter some of the mirror-image enemies into "chiral" ones. Despite the multitude of information on DataCrystal, I have yet to make any progress towards this goal.
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Hamtaro126
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« Reply #5 on: August 26, 2008, 09:37:01 am » |
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are you looking for the 8x8 tiles or the meta tile tables? fwiw the south facing rock guy looks like it's made up of b0 and b1, then just mirrored for the other side. didnt find b0 b1 b0 b1 or any combination though If you looked at the sprite's CHR with YY CHR or any other tile editor that supports NES 8x16 sprite tile format, explained in my last post. And the scheme for it must be $b0 $b0 or $b1 $b1. I forgot to say it is usually 2 sprites like in 8x16 as with 4 sprites like in 8x8.
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« Last Edit: August 26, 2008, 09:47:36 am by Hamtaro126 »
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Dr. Floppy
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« Reply #6 on: August 26, 2008, 09:35:06 pm » |
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If you looked at the sprite's CHR with YY CHR or any other tile editor that supports NES 8x16 sprite tile format, explained in my last post.
And the scheme for it must be $b0 $b0 or $b1 $b1. I forgot to say it is usually 2 sprites like in 8x16 as with 4 sprites like in 8x8.
Snap, if I had half a brain to listen...! Yes, you appear to be correct. I've located the Octorok metatile assignment slots at $6EAE. Now I just need to figure out how to manipulate them appropriately. Many thanks, all. :cookie:
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