hello again, i bring you a new sprite hack, this one put the lighter palletes for chris and jill from cart2 to cart1, now, sprites in cart1 look like exactly like in cart2, some samples
how jill and chris look like in the original version of cart1
now how they look in cart1
graphics patch v1.1
http://www.mediafire.com/?yhdj3m5o164y7i5
and to answer any questions, all character sprites are compressed, they look like this in a graphic editor
the sprites' horizontal lines alternate on each tile, storing two sprites data into one tile, in the jill sprites set, the half-left part, the odd lines stores the body data, and the even lines store the arm data, on the other half, is the opposite, the even lines store the body data and the odd lines store arm data
i "decompressed" jill's front sprite by hand, and she looks like this
maybe someone can use this information to make a sprite editor, jill spriteset starts at $3c0000 offset if anyone is interested
and with respect to sprite scaling, making a dump of memory i discovered that sprites are first decompressed into wram first, then are scale to finally load them into vram, it seems that sprites are scale them using a kind of patern located at $28000 address, the pattern into an hex editor is a straight count from 00 to FF, but in a graphic editor it looks like this

the red highlighted area correspond to the left part of jill's sprite, it seems that the bigger the patter is, the bigger the sprite is
if anyone is intereted, i think that decompression and scaling routine is at $29B2 offset
i think i found map draw routine at $303A, the tittle screen tilemap data is from $94C0 to $9627, from $9628 is the palette data of each tilemap, and i'm trying to make a map editor too, but i have to find how it works the tile map construction yet for Room BG
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