KingMike
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« Reply #1 on: December 08, 2009, 07:27:05 pm » |
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I think MSX uses several tile formats. In the one game I tried to hack, I found tiles were stored in VRAM in a bitplane format. It stored one plane for the entire tileset before storing the next plane (unlike other formats, which store planes one tile at a time). So, like for example (8x8 tilesize x 256 tiles = $800 bytes per plane): address 0 = tile 1, line 1, plane 1 address $800 = tile 1, line 1, plane 2 address $1000 = tile 1, line 1, plane 3 I'd guess if the game used a tile format, you'd probably need to make a custom program to dump/insert the tiles (or at least convert to NES or GB format to make it easier to edit), because it doesn't sound like something a tile editor would be able to easily support (it would need to know not just the address, but also the tileset size to be able to render it). I remember I found it out by dumping the VRAM in blueMSX. (as for finding the data in the disk image: if the graphics aren't compressed, you'd need to find matching data in the disk image once you find the graphic data in VRAM)
I think PC98 stored its bitmapped VRAM data similarily.
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