News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: SNES odd sprite tile code - SMB3 for SMAS  (Read 947 times)

insectduel

  • Full Member
  • ***
  • Posts: 128
    • View Profile
    • Insectduel's Domain
SNES odd sprite tile code - SMB3 for SMAS
« on: August 19, 2015, 04:08:34 pm »
Boss Bass uses an odd way to form a sprite. Usually I use VSNES to look for Tile ID's for sprites while most of them work. Other times I have to find Tile ID's by LDA followed by a STA Absolute,Y and sometimes Absolute,X. So how did the Boss Bass sprite been created? I have tried seeking these numbers but no luck. Here's my screenshot!



August 24, 2015, 10:20:13 am - (Auto Merged - Double Posts are not allowed before 7 days.)
QUESTION ANSWERED! I never knew it was straight down forward and I finally found it after corrupting the bytes via hex editor so many times. Here is the data. I'm using a headered SMAS rom.

x14A4A0 – Boss Bass (Facing Right, 12 Bytes)
71 A4 A5 A9 98 99 AA A6 9A 9B A7 A8

x14A4AC – Boss Bass (Facing Left, 12 Bytes)
9A 9B A7 A8 98 99 AA A6 71 A4 A5 A9

x14A546 – Load absolute X to ROM OFFSET x14A4A0 (BD A0 A2)
x14A549 – Store absolute Y at RAM $802 from x14A546 (99 02 08)
x14A54C – Load absolute X to ROM OFFSET x14A4D0 (BD D0 A2)
x14A54F – Store absolute Y at RAM $803 from x14A54C (99 03 08)
« Last Edit: August 24, 2015, 10:20:14 am by insectduel »
Please do not send me RHDN's private messages to contact me, you must use Facebook and I'll be able to reply to you quickly. I AM NOT AN ACTIVE RHDN MEMBER!