Difference between revisions of "Draft GFX location"

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(Created page with "This page aims to list the location of gfx or table related to gfx in the rom. Address are headerless and for the US rom. $4FF3-$528F - indexed (long) table to compressed gr...")
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Revision as of 14:29, 18 April 2016

This page aims to list the location of gfx or table related to gfx in the rom. Address are headerless and for the US rom.


$4FF3-$528F - indexed (long) table to compressed graphics packets size = 29Dh


$6073 - graphics data? Appears to come in 8 byte chunks.


$17885 - $17888

size = 4h

Tile Position Offset, probably used in decompression routine.

1 word each, 2 entries.

!**********************************

$17889 - $1788C

  1. $0000. Used for decompression and graphics routines. Don't ask.
  2. $0020. same


$70000-$70FFF - BG3 VWF graphics (uncompressed)

View this area in a tile editor and you'll see the text characters for the VWF.


$75460 - location of palette indices (grouped in 4's) These get mapped to $0AB6, $0AAC, $0AAD, and $0AAE respectively.


$80000-$86FFF - 4bpp graphics sets for all of Link's animations

$87000-$8B7FF - 3bpp graphics sets (uncompressed)

3bpp? $C0D64 - location of compressed graphics for action sprites, (shields and shovel)

2bpp $C2F0D - location of compressed graphics for the menu screen, and overlaps with graphics for the dungeon map screen. (includes text for items, and the map icon)

2bpp $C3520 - location of compressed graphics for the menu screen (bug catching net, medallions, etc)

2bpp $C3953 - location of compressed graphics for the menu screen (magic mirror, book of mudora, etc)