Difference between revisions of "Draft GFX location"
(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
- $0000. Used for decompression and graphics routines. Don't ask.
- $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)