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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Fun with the Super Metroid automap
  
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Dart Zaidyer
Posts: 65/72
EDIT: Yep, Jathys was right. There are two sets of the 2bpp status display, the first of which is never used. It looks like an early version, because the "Energy" text is written in a different font.
The one you want to edit starts at offset 0D3000, or roughly in that vicinity. There are some fx1 graphics next to it.
Jathys
Posts: 33/48
Haven't bothered to edit those graphics much myself, so I'm not 100% about the validity of this, but... Have you noticed that there are two sets of nearly identical graphics for the mini-map? Could it be that one set is for the large and one is for the mini? Hmmmmm....

Anyway, *I* not only need diagonals, but plan on using them almost as much as other tiles. But that's me.
MathOnNapkins
Posts: 2090/2189
That's cool... I can't say I can help you though, I'll ask around if anyone knows about it.
Dart Zaidyer
Posts: 64/72


Check this out: I've added door cut-outs by overwriting the diagonal room pieces. (Don't need 'em anyway, I can just change diagonal areas to regular squares on the automap like later Metroid games.)

But take a close look at the map indicator in the status bar... The tiles haven't changed!
I'm certain that this is because those tiles are in 2BPP Gameboy format like the rest of the status bar, and are therefore different and hidden somewhere else. Unfortunately, I haven't actually been able to locate them by sifting through the uncompressed graphics. There's a few right next to the rest of the status bar tiles, but they're not used.

Help would be appreciated. I'm sure there are a few hackers out there who would benefit from this kind of edit.
Acmlm's Board - I2 Archive - Rom Hacking - Fun with the Super Metroid automap


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