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Main - ROM Hacking - How to read Contra(U)'s graphics? | New thread | New reply |
czxinc |
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Newcomer Level: 7 Posts: 1/7 EXP: 1157 Next: 291 Since: 07-18-13 From: GuangXi China Last post: 2216 days Last view: 2112 days |
Sorry,My English is poor...... Sorry,My English is not good......
Look!It's Garbled. How to read it correct? |
Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 44/467 EXP: 636567 Next: 23597 Since: 05-07-13 From: The dirty south Last post: 3452 days Last view: 3450 days |
It's technically not garbled. What you're looking at is essentially raw PPU data. It'll look similar on an emulator if you look up the PPU viewer. The code sorts it all out, as well as using the "appropriate" colors.
BTW, your English is fine; you just need to add a space after each punctuation mark. ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
snarfblam |
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Tektite Level: 18 Posts: 52/54 EXP: 26329 Next: 3568 Since: 03-10-12 Last post: 3842 days Last view: 2792 days |
The problem you're having is that graphic editors tend to assume that graphics are aligned on 16-byte boundaries (e.g. tiles start at $9210, $9220, $9230, etc), but for many games this isn't necessarily true. The graphics you're looking at are off by 2 bytes ($9212, $9222, $9232, etc). You need to use the "+" and "-" buttons to adjust the view. Using a better palette helps, too.
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Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 46/467 EXP: 636567 Next: 23597 Since: 05-07-13 From: The dirty south Last post: 3452 days Last view: 3450 days |
Posted by snarfblam Should've mentioned that, too. I wasn't completely certain, however ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
czxinc |
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Newcomer Level: 7 Posts: 2/7 EXP: 1157 Next: 291 Since: 07-18-13 From: GuangXi China Last post: 2216 days Last view: 2112 days |
Sorry,My English is poor...... Posted by Chaobomr I used Translation software....He He He.... |
Trax |
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Yellow Stalfos Level: 71 Posts: 1133/1145 EXP: 3028891 Next: 138223 Since: 07-06-07 From: Québec Last post: 3599 days Last view: 2851 days |
Graphics Data in Contra is compressed using a mix of litteral bytes and RLE sequences. That's the reason why only some parts seem to show up correctly in a generic tile editor...
Another reason you most likely need a specific editor is that the graphics are separated in groups or "chunks", each with their own pointer. Each level has its own set of chunks (more than one level can share the same chunk). Within any graphics data sequence, you can also bump into a specific value (0x7F) that triggers a change in the PPU writing location. If you overwrite this part, you will most likely get weird results when you run the game... And finally, since the graphics data is of irregular size (because of compression), there's a strong possibility of overflow if the new graphics take more space. This is not an issue with uncompressed graphics or CHR banks because each tile take exactly the same space... |
Main - ROM Hacking - How to read Contra(U)'s graphics? | New thread | New reply |
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