Hello. I'm trying some hacking in the SNES NBA Jam TE rom; I'd like to modify a head graphic tile to look like Hulk Hogan. Wondering if anyone has some of the info below?
1) What is the size of the head sprite tile (portraits are 6x7, using TileMolester; how big are head sprites)? How many pixels does this translate to (portraits are 48x56; what about heads)?
2) How many head sprites are there per character? 4 (one per direction)? More (do the dunk animations use any different sprites)?
3) Are the head sprites ordered in a sequence in the rom, such that - for any one character type - they're all in a block together? Will that block also include the palette info?
4) If 3 is "yes", how many bytes are in that block? How many bytes per head sprite versus palette? What's the order/sequence of the block?
5) What's the address in the rom where I'd be able to find the first set of tiles for the head sprites?
Thanks in advance for any guidance you can provide!
May 29, 2017, 10:02:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I figured I'd pare down my question for now, based on my research and experimenting with ROMs, to get to the meat of things.
Byte 18 and 19 of Jam's player stats data provide a head graphic pointer. For example, if I want to use Vlade Divac's head on a character, I would (in the hex), set those two bytes to C3 B7 (or $#B7C3). I want to modify this graphic (and all related ones in the animations, though I'm not sure how many that is just yet). How would I go about using this pointer to back into the address for the tileset in the ROM?
If an SNES header is 0x200 in length, do I add the 0x200, giving me B9C3 (did I miss the math on that)? And... if I'm going down the right path, I'm missing part of the address still. If the stats are located in addresses of $1Fxxxx, do I tack on that 1F as a prefix, getting me $1FB9C3? That address seems to put me into the code, not the tileset, so I know I'm still doing something wrong, but I'm not sure what.