« on: February 20, 2012, 07:04:54 pm »
Hey guys, you probably remember me from such videos as "Brad Corrupts" and well, that's probably all you know me from (okay, and I'm the Admin of the ever so dying Zophar's Domain, but I try not to talk about that place much anymore)
Anyway, my next project will be Battletoads, and all I have to say at RARE at this point is, FUCK YOU.
So, I'm making a thread basically asking for help. This is what I'm looking for. I'm looking for the offsets of all graphics tile data, compressed and uncompressed. The uncompressed stuff should be pretty easy, but I don't know what methods they used for compressing the graphics. My main method of finding such data is by using a tile viewer, but if it's compressed in such a way that it's indistinguishable from other data, there will be no way to find it.
Sadly, I was able to find little to no research done on Battletoads (except for a text compression thread at nesdev. That's some great stuff, and I got to learn huffman compression, which is awesome.) and I'm hoping someone out here might have poked around in the ROM a bit and would have some notes to share.
If not, I'm hoping someone here can help me in finding all the CHR data myself. I believe the ROM is split into 8 32k banks (given the info from the text compression is correct) but I don't really know how said banks are utilized, and my 6502/NES ASM skills are near nonexistent (although I have ASM experience in other architectures)
Anyway, any help at all would be greatly appreciated.
(also, my apologies if this is in the wrong forum)