Skeetendo

’Cause all games were better on the GBC

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#1 2013-02-20 12:32:08

TPHRyan
New member
Registered: 2013-02-20
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[G/S] Intro Credits editing (1995-2000 Nintendo ...)

Hi all! I hate for my first post to be a question and all, but this is something that's really annoying me.

This question pertains to the very first screen in the game, depicting "1995-2000 Nintendo | 1995-2000 Gamefreak ..." and whatnot

I swear that in my previous research about GSC hacking I found a document on the way the starting screen was stored (tilemaps or somesuch) but I can not for the life of me find it again. Because of course certain tiles are reused in this screen more than once, simply editing the tiles won't cut it.

Can someone point me in the right direction? I have been searching for quite a while now, and I thought it would be more commonly wondered about.

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#2 2013-02-20 14:26:40

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 302/463
Website

Re: [G/S] Intro Credits editing (1995-2000 Nintendo ...)

I believe it's edited using TLP. I myself have seen that string of text  using TLP, but I forgot where the offset was.

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#3 2013-02-20 14:45:40

TPHRyan
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Registered: 2013-02-20
Post 2/6

Re: [G/S] Intro Credits editing (1995-2000 Nintendo ...)

emaj30 wrote:

I believe it's edited using TLP. I myself have seen that string of text  using TLP, but I forgot where the offset was.

What I was asking for was a way to edit the actual placement of the tiles in this screen, as there were reused tiles and whatnot which made it difficult to actually do anything with the vanilla layout.

However, about an hour after asking this question, I was able to figure out the location of the tile map using BGB/Translhextion, and managed to hack together my own credit screen easily enough. I guess just asking a question can be enough to get your brain figuring out a solution :)

A follow-up question:

- In the way the tiles are laid out, it goes something like "60 61 62 63 ... 4E 60 61 62 63 ... 4E ... 50". I'm not exactly sure what the 4E byte DOES, apart from getting *this particular combination* of tiles neatly laid out in rows.
I was able to squish them together by replacing the first 4E with a 5E (again, no idea what I've done?), and then changing the tiles to the correct layout, BUT, I was required to have the exact same number of tiles in each row, padding them out with 7F. Is there a better way to do it?

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#4 2013-02-20 15:54:25

RED
Member
From: Japan
Registered: 2012-09-03
Post 114/517

Re: [G/S] Intro Credits editing (1995-2000 Nintendo ...)

4E is next line, 7f is space.

So you intend to do is to add more tile number. If this is right you find the n0. Of tile to load near at the bank for the gfx.


わたし の なまえ わ レン レン  でづ

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#5 2013-02-20 18:06:31

Miksy91
Member
Registered: 2010-10-16
Post 1,531/2,317

Re: [G/S] Intro Credits editing (1995-2000 Nintendo ...)

Looks like I learned quite a lot when doing this myself too.

The tilemap is stored in $9800 in ram. Use VBA's Map Viewer along with Memory Viewer to see how things work out with it.
It looks like each "tile number" looks for graphic data from ram address ($9000 + [Byte] * 0x10).

For example, "Copyright mark" is stored in ram address $9600. That is read there by writing "60" in tilemap.
And 0x60 * 0x10 + 0x9000 = 0x9600

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