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Author Topic: Nes nametables lookup without the lookup  (Read 994 times)

Hypnotic_rabbit

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Nes nametables lookup without the lookup
« on: September 18, 2015, 02:10:27 am »
I understand that a name table is a 30x32 grid that maps tiles from the pattern table during game play, I also understand the attribute tables and how their 64 bytes assign palettes to 32x32 regions of the name table. My question is in regards to the mess that is the pattern table and how the sprites get all straightened out when its called from the name table? What i would like to be able to do is  to read an nes ROM in into a program and have the program sort all the tiles out in their correct order. Is this even possible using only data in the ROM or does it have something to do with the RAM when the game is running?

henke37

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Re: Nes nametables lookup without the lookup
« Reply #1 on: September 18, 2015, 09:22:02 am »
Nearly all games generate their tilemap on the fly based on their own internal level format. The only tilemaps you have any chance of finding in the rom are for static screens like the title screen and cutscenes.

Hypnotic_rabbit

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Re: Nes nametables lookup without the lookup
« Reply #2 on: September 19, 2015, 02:55:12 pm »
Its all good, I can do them by hand I just wanted to ask to make sure there wasn't an easier way to do it.