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Topics - USC

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Newcomer's Board / "Half" compressed GBC titlescreen?
« on: April 15, 2013, 07:33:23 pm »
Hello all,

Just trying to improve my understanding of compression. I've been toying around with a GBC game and have finally figured out where some of the graphics are. As an example, here's a picture of the tile of a box's upper right corner.


What's interesting to me is that the first 5 'lines' of the tile correspond to the graphic, but the last 3 are a jumbled mess. Furthermore, changing the colors anywhere in the first five lines makes the expected visual change in the game...



But editing anywhere in the last 3 lines screws up that tile and every other one that follows it...



It seems odd to me that only 'half' of a tile would be compressed if the purpose was to save space. I'm sure that's not actually the case, but if anyone could explain it better (or at least send me looking in the right direction) I'd be much obliged. Thanks!



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Hello,

I'm trying to translate an old Digimon WonderSwan game I saw in the abandoned section. Thanks to the previous hacker and the original WonderSwan's similarity to the GameBoy as far as text and tiles go, I've been able to make some good progress.

I've already fixed the functionality of the name entry screen, so when you click a letter it adds that instead of katakana to the player name. However, the appearance leaves something to be desired...


As you can see, the left-half of the 'a' is appearing next to the 'f'. Ideally I would like to remove this. My question is, is it likely this can be done with just a hex editor (IE: Figure out what the tiles hex addresses are, keep trying combinations like '30 31 01 32' until I find that area, and then change the '01' to remove the duplicated tile), or will actual assembly programming be necessary? I've been trying the hex way without luck, and I'd like to know if I'm going about it wrong or just need to keep struggling.

Any help would be appreciated. Thank you.

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