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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Does GFX27.bin actually have anything in it?
  
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d4s
Posts: 68/325
a guess:
its not compressed per se, these are mode7 tiles wich dont use the full 256 colours and only the data relevant for -say 16 colours- are in that file.
the game expands it to 8bpp before copying it to vram.

ive seen similar "compressed" graphics in fzero and final fantasy 5.

think about how zelda 3 stores its tiles in 3bpp and converts them to 4bpp
on the fly while copying to vram.
i guess thats comparable.
BMF98567
Posts: 336/1261
It's the Mode 7 graphics data, compressed in some odd format. You can view them in a ZST with the right tools, but only after they've been decompressed by the game. I'm kinda surprised nobody's figured out the format yet (or bothered to post the info).

I'm sure you could overwrite the decompressed graphics in VRAM with a simple DMA routine...I'll have to investigate further.
Someguy
Posts: 87/397
Either that is the one with 2bbp layer 3 graphics, or it's the one with that odd special Mode 7 format used for the lava boss and Reznor I think. I don't know any editors that can edit those, save for maybe one, at romhacking.org, and I couldn't get it to work.
Alastor the Stylish
Posts: 2184/7620
As far as I can tell the entire thing is garbage, but there must be some use for it, right? After all, there's no reason to put something in that doesn't actually have anything in it, right? I'm aware sometimes things are left in that used to serve a purpose but a graphics file full of seemingly random things just doesn't make sense
Acmlm's Board - I2 Archive - Super Mario World hacking - Does GFX27.bin actually have anything in it?


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