I'll post the information when I get home.
The way it works is the following:
XX YY SS DD
XX = X Position in Background
YY = Y Position in Background
SS = Number of tiles to display horizontally.
DD = Tile ID (insert the amount you set in SS).
The same for when you tell which palette set to load.
November 05, 2017, 02:10:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The tiles that make up "Super Mario Bros. 2" and the copyright Nintendo are located here: 00176A – 001891
The tiles that make up the title can be found here: 02A010
This is all the space you have to tell the game what tiles to load and the attribute (what palette set the tiles should use).
I use FCEUX, which has a Name Table Viewer. Use that to find the X / Y position where to start placing the tiles (use the top left image). Make a note of the PPU Address, which is two bytes. Use the PPU Viewer to see what tiles you can load.
So you have to tell the game to load each horizontal tiles. The format is:
- PPU Address
- Number of tiles to load
- Each tile ID
So here's an example:
21AA 05 D1D2D3D4D5
You also need to tell the game which palette the tiles you can use. I would recommend reading this: https://wiki.nesdev.com/w/index.php/PPU_attribute_tables
using that same space, you need to send byte data to 23C0. That's the PPU RAM that controls what palette each tile can use.
- Attribute Address (always 23C0)
- Number of sections to cover
- Each palette to change.
So to make those tiles you palette set 4:
23DA 02 FFFF
Hope that helps. It maybe worth checking the Pony Poik Panic (V1.1) I released if you want to an example in action. http://www.romhacking.net/hacks/791/