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Any info on $8D8000-$8DC4C1??

Started by PHOSPHOTiDYL, March 16, 2017, 02:35:21 PM

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PHOSPHOTiDYL

Messing with random bits has broken the space colony & samus' ship flying from zebes.
I'm not getting anything helpful from the debugger.
Any info would definitely speed things up for me.
Looking to make new area fx & suit palettes.
Repointing is not a working option.
Sacrifices need to be made.
There's only $10 bytes of free space...

P.JBoy

#1
Those are spritesets for enemy projectiles.

If we take the skree enemy projectiles as an example:

;;; $8BC2: ER projectiles: skree projectiles ;;;
; Regular skree
$86:8BC2             dx 8ACD, 8B5D, 8ABD, 02, 02, 0004, 0000, 84FC
$86:8BD0             dx 8AF1, 8B5D, 8ABD, 02, 02, 0004, 0000, 84FC
$86:8BDE             dx 8B15, 8B5D, 8ABD, 02, 02, 0004, 0000, 84FC
$86:8BEC             dx 8B39, 8B5D, 8ABD, 02, 02, 0004, 0000, 84FC

; Metal skree
$86:8BFA             dx 8ACD, 8B5D, 8AC5, 02, 02, 0004, 0000, 84FC
$86:8C08             dx 8AF1, 8B5D, 8AC5, 02, 02, 0004, 0000, 84FC
$86:8C16             dx 8B15, 8B5D, 8AC5, 02, 02, 0004, 0000, 84FC
$86:8C24             dx 8B39, 8B5D, 8AC5, 02, 02, 0004, 0000, 84FC


The $8ABD and $8AC5 values are pointers to the projectile's instruction list:

;;; $8ABD: Skree projectile instruction list ;;;
$86:8ABD             dw 0010,8023,
                        81AB,8ABD   ; Go to $8ABD


;;; $8AC5: Metal skree projectile instruction list ;;;
$86:8AC5             dw 0010,8435,
                        81AB,8AC5   ; Go to $8AC5


All those instructions do is wait 10h frames and draw the spritesets at $8023/$8435 in a loop.


$8D:8023             dx 0001, 01FC,FC,2115

$8D:8435             dx 0001, 01FC,FC,312B


And that's what the data is: [number of sprites], [x offset],[y offset],[tile number and sprite properties], <more x,y,# entries>
...

PHOSPHOTiDYL

OMG THANK YOU!!!!

org $868391
   PEA $xx00

org $8683B5
   PEA $xx00

$B8 makes this the easiest repoint ever.