Bag of Stinky Weeds
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Last activity: 105 days
| Posted on 01-17-04 10:38 PM||Quote|
|Here we have a Wizardry-type RPG for the NES, probably meant for kids, but it includes the option to edit the game to the player's liking. Don't know how likely it'd be to translate (menu text seems to be stored as TSA, haven't hit non-menu text yet).
Well, anyways, this game uses a simple form of RLE compression for the graphics. It's so simple, I'd thought I'd share it rather than keep it.
Graphics data is written to VRAM, and considered uncompressed until a control code is hit:
99 xx : xx is an uncompressed byte of graphics data (used to prevent the control codes from interfering with the graphics data)
AA xx : Get the value stored in RAM $0067 and write it xx times to VRAM.
BB xx : Write #$00 to VRAM xx times.
CC xx : Write #$FF to VRAM xx times.
DD xx yy : Write #$xx to VRAM yy times.
EE : Stop loading graphics data to VRAM.
After testing a decompressor and recompressor I wrote I found the compressed background tile data in the ROM (these addresses include the header):
4628- 4D10 Edit menu tiles
4D11- 4D51 Empty tiles
5C4D- 61E0 Church background tiles
6201- 661B Cave background tiles
661C- 6672 Window border tiles
6683- 67ED Moon/finger/etc. tiles
69FE- 7632 Title screen tiles
7769- 7DAB Kana tiles
7DAC- 7E65 Number tiles
7E66- 7ECC Colored border tiles
9B03- 9EFE Game Intro screen
C53C- C8B2 More background graphics
10083-10494 Battle sprite graphics
14078-14492 Sprite graphics/data
(edited by KingMike on 02-06-04 05:48 PM)
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