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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 - Status Bar Tiles [GFX Issue] | |
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rubixcuber

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Since: 10-13-04
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Posted on 11-17-04 04:45 AM Link | Quote
I know by setting the values 7E0EF9 - 7E0F2E I can change the tiles displayed in the status bar, but how do you change the X flip/Y flip and the palette of those tiles? Thanks
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 11-17-04 04:51 AM Link | Quote
(info thanks to Smallhacker and BMF)

--Status bar and it's DMA tables (by BMF)--
The status bar data starts at $0E81 (the top of the blue item box). Note that there's no break between each line of data;
the second line starts immediately after the first. Also note that *only* tiles and/or blank spaces that are actually used are copied to layer 3
(meaning each row is only as long as it appears in-game). Expanding a row of tiles is somewhat tricky, involving modifications to a few
DMA tables and copying the tile data elsewhere in the ROM. The DMA tables start at $0F90 if you want to play around with this yourself.
Even this is somewhat limited at the moment, since the game still references the original data somewhere (I haven't found the pointer)
and tends to screw up the status bar if the new and old data don't match.

The format of a DMA table is as follows (using the first one at $0F90 as an example):

01: Enables normal DMA. Don't change this.
18: Low byte of register to be written to (high byte is always $21). Don't change this.
81 8C 00: 24-bit SNES address of data to be copied. This can point anywhere in the ROM.
08: Number of bytes to copy. Make sure you change this if you expand the status bar at all!
00: End of table.

--Tile settings byte (by Smallhacker)--
Each tile is made up of 2 bytes.
Byte 1: Tile number (the same as in the tile select window in the credits/title screen editor)
Byte 2: Tile settings:

Bit Data (from left to the right):
1 Flip |
2 Flip -
3 Priority
4 Palette
5 Palette
6 Palette
7 ???
8 ???
Note: 7 or 8 (can't remember which) is the 9:th (from right to left) byte for the tile number

Palettes:

000 Pallette 0
001 Pallette 1
010 Pallette 2
011 Pallette 3
100 Pallette 4
101 Pallette 5
110 Pallette 6
111 Pallette 7

--Status bar locations (by Smallhacker)--

(All in PC addresses)
0E81 Item Box 0,0
0E83 Item Box 1,0
0E85 Item Box 2,0
0E87 Item Box 3,0
0E89 Mario 1
0E8B Mario 2
0E8D Mario 3
0E8F Mario 4
0E91 Mario 5
0E93 Extra space after MARIO
0E95-0EA0 Unused?
0EA1 Item Box 0,1
0EA3 Item Box 1,1
0EA5 Item Box 2,1
0EA7 Item Box 3,1
0EA9 Extra space after Item Box row 1
0EAB Time 1
0EAD Time 2
0EAF Time 3
0EB1 Extra space after TIME
0EB3 Extra space after TIME
0EB5 Extra space after TIME
0EB7 Coin
0EB9 x (Coin meter)
0EBB Extra space after x
0EBD Unused?
0EBF Unused?
0EC1 x (Life meter)
0EC3 Unused?
0EC5
0EC7
0EC9
0ECB
0ECD Star
0ECF x (Star meter)
0ED1
0ED3
0ED5
0ED7 Item Box 0,2
0ED9 Item Box 1,2
0EDB Item Box 2,2
0EDD Item Box 3,2
0EDF Extra space after Item Box row 2
0EF7 Item Box 0,3
0EF9 Item Box 1,3
0EFB Item Box 2,3
0EFD Item Box 3,3

--OV border locations (unfinished) (by Smallhacker)--

22658 Right middle shadow title
2265E Bottom middle shadow tile
22664 Right top shadow tile
2266A Bottom left shadow tile
22670 Corner shadow tile


Hope it helps... somewhat...
rubixcuber

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Posted on 11-17-04 06:03 AM Link | Quote
Thanks, that was exactly what I needed.
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