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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Pokémon hacking - G/S Graphic Compression - 0-Byte Entries? | |
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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
Posted on 11-21-04 01:47 PM Link | Quote
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.)
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