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Main - ROM Hacking - How come there are no tutorials on how to program a TSA? | New thread | New reply |
RetroRain |
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Fuzz Ball Level: 66 Posts: 809/994 EXP: 2436813 Next: 25038 Since: 09-30-07 Last post: 1928 days Last view: 950 days |
This is one of those things that I would need to know if I decide to program a NES homebrew in the future. But I did some searching, and I can't find anything. That, and I'm surprised it has never really come up before.
Let's say that 00 - 02 are level tiles, 16 x 16 tiles. 00 is a wall 01 is a grass ground 02 is water and in the hex editor, I have 00 00 00 00 01 01 01 01 02 02 just for sake of argument. If I change one of those 00s to a 01, I can change the wall into a non-solid grass tile in the level. But how do I get a single byte to represent four 8x8 tiles? For instance, in the NES, the grass ground 16x16 tile could be formed using 8x8 PPU tiles 0A, 16, 2D, and 4F (just using random numbers for the hell of it). In other words, if the game reads 16x16 tile 00, the wall tile, how does it know that it consists of those 4 random tile numbers? Is programming a TSA actually easy, and I'm just making it out to be harder than it really is? Then you have the obvious property byte, which I also don't know how to do... Grass Tile (Represented by byte 00) 0A 16 2D 4F Grass Tile Property (00 is solid, 01 is air, 02 is water, 03 is spike) 01 I was just curious if anyone had any info regarding this topic. Thanks. ____________________ My YouTube Channel |
Yoshimaster96 |
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Goomba Level: 13 Posts: 16/26 EXP: 8044 Next: 2223 Since: 03-22-14 Last post: 2393 days Last view: 963 days |
Unfortunately this code doesn't seem to work when I call the subroutine (after initializing the level number and palette). Any ideas? ____________________ |
Main - ROM Hacking - How come there are no tutorials on how to program a TSA? | New thread | New reply |
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