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04-23-23 04:52 PM
Acmlm's Board - I3 Archive - - Posts by xt5
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xt5
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Since: 08-06-06

Last post: 6103 days
Last view: 6103 days
Posted on 08-06-06 07:06 PM, in extracting LM 8x8 tile editor GFXs Link
hi,

very nice hacking board.

I need the SMW GFX for try to do a little game on Playstation 2.
I've succeful figured the format of LM level format, and how the 16x16 tiles are made

but now I need to figure how the 8x8 tiles (included animated ones) are made.

quoting from LM help "Making use of the extended animated tile area to change the game's original animations will require manually hacking the animated tile frame references in the ROM. An extensive explanation of this is beyond the scope of this help file, but to get started, you can find the table at 0x2BB99 in the ROM. Each animated tile uses 4 frames, and each frame reference takes up 2 bytes. These 2 bytes are actually the lower 16 bits of an SNES RAM location to get the source tile from. A 2 byte reference of 0xAD00 is the starting address of the extended animated tile area."

I looked at offset 0x2BB99 of SMW rom but not make sense to me (I have never playing with SNES stuff before)

If someone know how the 8x8 tiles are made please give me some clues

thanks
xt5
Newcomer


 





Since: 08-06-06

Last post: 6103 days
Last view: 6103 days
Posted on 08-06-06 07:29 PM, in extracting LM 8x8 tile editor GFXs Link
that only extract raw GFX, I need know how the 8x8 tilemaps are made per each level, including animation data.
Acmlm's Board - I3 Archive - - Posts by xt5


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