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Im experementing on other roms, then i noticed that the OW sprites for pokemon crytal are stored at Vram1.
And i tried to make it in pokemon gold. I sucessfully stored the sprites to vram1, but i don't know how to make the game will read the sprites at Vram1.
So i want to know how to do this.
わたし の なまえ わ レン レン でづ
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This may not help at all but;
http://nocash.emubase.de/pandocs.htm#lcdvrambankcgbonly
Unlocking CGB functions
When using any CGB registers (including those in the Video/Link chapters), you must first unlock CGB features by changing byte 0143h in the cartridge header. Typically use a value of 80h for games which support both CGB and monochrome gameboys, and C0h for games which work on CGBs only. Otherwise, the CGB will operate in monochrome "Non CGB" compatibility mode.
That seems to be "80" in G/S/C already originally though.
That's pretty much all I can pick up of this, haven't really worked with VRAM that much I'd know.
Last edited by Miksy91 (2013-04-01 12:39:51)
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There are definition lists for the sprite builder code that will assign palette attributes to individual sprite parts. The Crystal implementation asserts the VRAM1 attribute bit for walking sprites.
So find those lists and/or the relevant code and you're golden. Or search this forum for a post where I digressed about them ;)
cYa,
Tauwasser
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@miksy91
hey thanks for posting that link, it helps me to know more about how rom build.
@tauwasser
ah! I remember that in your tilesetex that we need to use pallete 8-F to indicate that at vram-1 tiles are the one will read.
So what i need to find is something similar on that assign pallete for every OW Sprites.
わたし の なまえ わ レン レン でづ
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