Need some help...again....*sigh*...
Almost done with the script-editor and I have already remade some sprites for the adaptation:
- Link's sprites are done (but not set in stone)
- All items have been converted into familiar replacements
- Item equipment screen have been altered (to better highlight the new items)
- The HUD is modified
- Half of the enemy sprites are done (but not set in stone)
But when I started looking into adapting the map-screen - I hit another brick wall
Here is the map-screen:
It consists of 31 x 29 = 899 tiles.
When they are loaded into memory - they look like this in Visual-Boy's debugger:
This would mean that the tiles loaded into memory are arranged like this:
But - how is this information stored in the rom??
My first, and so far, only guess is that they are stored similar to the script, from the top-left corner:
5 bits to denote how many times a tile is painted (31 being the highest number = an entire row) +
6 bits to denote the tile to paint (3F being the highest number > 2A)
I have made some searches based of variants on the above assumption, for example - by adding a bit-flag to denote a series of tiles, but I have had no success.
I simply can't figure out how the information for the world map is stored in the rom-file.
Bailli (or someone else) - can you rescue this project one more time?