Author
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Topic: Genesis sprite issue (Read 2 times)
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Malias
Guest
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« on: June 26, 2009, 02:51:12 am » |
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So, I'm doing a hack of Panorama Cotton and am trying to insert an English font into the game. The text in the game shows up as sprites, and as part of the process, I need to change the current 16x16 sprites to display as 8x16. I've found the sprites attribute table and changed the sprite size to 8x16. However, when I run the game the sprites are 8x16 but they are still spaced like they were 16x16. What gives?
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Ryusui
Guest
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« Reply #1 on: June 26, 2009, 04:19:57 am » |
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You've changed the sprite sizes but not their display coordinates.
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Malias
Guest
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« Reply #2 on: June 26, 2009, 09:13:43 pm » |
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Thanks Ryusui. This is my first Genesis hack and I'm still trying to figure out the vdp.
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Ryusui
Guest
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« Reply #3 on: June 26, 2009, 10:23:48 pm » |
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I've never hacked a Genesis game before, to be truthful. ^_^; But there are general concepts that can be applied to most platforms - for example, the idea that a console's sprite table will include position data in addition to everything else. It's an educated guess, not firsthand experience, but hopefully it's applicable.
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Malias
Guest
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« Reply #4 on: June 27, 2009, 03:40:38 pm » |
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It took me a while, but I found what I was looking for. The data used for incrementing the x position was hard coded into the text routine. After fiddling with a particular opcode, I got the spacing fixed. Luckily, it looks like it didn't affect anything else when I changed it.
With that out of the way, I just need to figure out how to increase the number of sprites per line and I'll be all set (hopefully).
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« Last Edit: June 28, 2009, 02:08:06 am by Malias »
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Kagemusha
Guest
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« Reply #5 on: June 27, 2009, 03:46:17 pm » |
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Have you checked out Guest's starter pack? That's got a bunch of notes on those text routines. Incidentally, you sure picked a hard game to start off with. I hear it's pretty evil.
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Malias
Guest
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« Reply #6 on: June 28, 2009, 02:07:45 am » |
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Actually, I've been hacking roms for a while. I've just never released anything (not that there's much to release...). As far as hacking difficulty goes, It hasn't been too bad. I've figured out the games compression routine, which helps a lot, and have so far reinserted some compressed graphics. I just need to sort some things out with the text routine and everything else should go smoothly.
Speaking of which, thanks for mentioning the starter pack. I'll look over it.
Edit: So, after reviewing that starter pack, what I had in mind won't work. I wasn't aware that the Genesis could only do 20 sprites per line. I'm probably gonna have to go with what the starter pack suggested and combine two characters per sprite, which looks doable. I'll try it out and see what happens.
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« Last Edit: June 29, 2009, 02:14:30 pm by Malias »
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creaothceann
Guest
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« Reply #7 on: June 29, 2009, 09:12:48 pm » |
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Technically you can display "more" sprites per line if you move them back and forth every frame (e.g. "T_s_" and "_e_t" -> "Test"). This would work only on TVs though, and on emulators that have a temporal smoothing filter. It also depends on how fast the sprite access is.
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