Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
0 user currently in Pokémon hacking. |
Acmlm's Board - I2 Archive - Pokémon hacking - G/S Graphic Compression - 0-Byte Entries? | | | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
User | Post | ||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 2125/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
| ||
I almost have the graphics decompression working. I've managed to decompress all but 18 tiles out of the second tileset. The graphics appear to be split into 3 compressed sections. The first two are fine (at 0x19A06 and 0x19E07), but the third (at 0x19EEA) has both header bytes set to 0! Is there some special way to handle this? If I just exit I end up missing 18 tiles, if I continue anyway I never find an 'End of data' marker (header with first byte = 0xFF). 2 bytes before this is what looks like a valid header but the size is only 254 bytes; 18 tiles should be 288 (0x120) bytes. (None of the tiles are actually compressed - that is, they all use mode 0 and you can see them in TLP.) This is what I'm using to get the size/compression mode: Get #nFileNum, L, A If A = 255 Then Exit Do Get #nFileNum, L + 1, B Size = CInt(B) + CInt((256 * (A And 3))) L = L + 2 Mode = (A And 28) \ 4 It's confusing because the first two work fine, and the ROM appears to be good. (The graphics all load properly.) |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
Acmlm's Board - I2 Archive - Pokémon hacking - G/S Graphic Compression - 0-Byte Entries? | | | |