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Main - ROM Hacking - Tile Mapping with no CHR bank? New thread | New reply


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Posted on 07-12-07 08:19 PM Link | Quote | ID: 54195


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Some NES games (Zelda 1, for example) have no specific CHR banks, which means that the graphics data is mangled into the PRG banks. That said, how can the tile editing programs figure out where the data is located if there is no defined bank? I remember seeing a screenshot of Zelda 1 tiles neatly aligned in YY-CHR. How is this possible?

Kawa
Posted on 07-12-07 08:23 PM Link | Quote | ID: 54197


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Manual byte positioning. Most tile editors support it.

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Posted on 07-12-07 08:37 PM Link | Quote | ID: 54199


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Can you explain in more details?
I plan to code a Tile Editor right away...

Kawa
Posted on 07-12-07 08:45 PM Link | Quote | ID: 54206


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Wait what? You "plan to code a tile editor", yet you do not (yet) understand bytewise positioning? Do you at least understand that the NES is the only console (as far as I can tell, arcades notwithstanding) that has dedicated CHR banks?

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Posted on 07-12-07 09:19 PM Link | Quote | ID: 54250


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Okay, I think it's a terminology issue, here...
I know how tiles are coded, no problem with that...
Actually, I have a lab which is working with ROMs using CHR banks. I just start from the offset defined in the header and take each 16-byte line to render the tiles...

But if the ROM has no CHR bank, does it mean that I have to use an individual table of offsets for each game? The program can't possibly "guess" where the tile data is located...

Kawa
Posted on 07-12-07 09:37 PM Link | Quote | ID: 54272


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Indeed so. You don't use a table though.

What the editors do is start from the zero offset in ROM and interpret all data as if they're tiles. This means crappy static-like data. You scroll in tile increments, normally, and if they don't line up just right (which -will- happen), you use different scrolling keys/buttons to go byte by byte instead of tiles. This helps align the data.

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interdpth
Posted on 07-12-07 09:38 PM Link | Quote | ID: 54273


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I'm not sure how NES games do it
Most most games that have their data, use pointers to figure out such data, mainly a table of pointers, find the table and there you go


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Posted on 07-12-07 10:58 PM Link | Quote | ID: 54299


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Okay, got it. That's exactly what I wanted to know... Thanks...

As for pointer tables like interdpth said, this would be more appropriate to implement such a thing in a game-specific editor, where specific tiles or groups of tiles are to be edited...

Main - ROM Hacking - Tile Mapping with no CHR bank? New thread | New reply

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