11 March 2016 - Forum Rules
Started by Marcos Moutta, October 02, 2022, 10:05:38 AM
Quote from: FAST6191 on October 02, 2022, 11:28:42 AM2 approaches.If the font/design is only used on that screen then see if you can tweak relevant tiles to be something different but ultimately what you want it to be. Sadly with a matching R and possibly A for the top and bottom lines (I can't imagine those are separate characters as much as palette swap but I have been surprised in the past, though I am curious at the different hole pattern in the R between lines) that might be easier said than done. Still very quick if it works.
Quote from: FAST6191 on October 02, 2022, 11:28:42 AMThe proper way is to figure out the mapping system the game uses, hope there are enough spare tiles available (mapping is a type of compression in some ways) or you can twist it to have enough, and get it done.Assuming it is BG tiles and not objs/sprites then https://nesdev-wiki.nes.science/wikipages/PPU_pattern_tables.xhtml https://nesdev-wiki.nes.science/wikipages/CHR_ROM_vs__CHR_RAM.xhtmlYou can try fiddling with it in RAM but you will want to track down what part of the ROM generates it and go from there. Dumping the mapping and searching the ROM can work but it might also need to dip into assembly techniques and you want to set a breakpoint shortly before its appearance (should not be too long after boot which is nice compared to doing that for an end boss you neglected to save before for) to figure out what is writing it -- hopefully it is directly from ROM but it could also be something else.If you need more characters than what it stores in RAM (it is very possible that only what is truly needed is stored for the NES, compared to many more modern efforts where space is basically free so waste away) you get to either tweak things accordingly or add more in by tweaking read/write commands that fetch tiles for the BG to use.
Quote from: Cyneprepou4uk on October 02, 2022, 02:50:25 PMBokosuka Wars (J) [!].nesEdit bytes at line 0x7550 and 0x7570
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