Shadow Dancer/Notes: Difference between revisions

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* a pattern is a 8*8 16 colors tile, aimed to be loaded in VRAM (see [CMD])
* a pattern is a 8*8 16 colors tile, aimed to be loaded in VRAM (see [CMD])
* a sprite is made from 1*1 to 4*4 contiguous pattern(s), with palette, flipping and link attributes (see [CMD])
* a sprite is made from 1*1 to 4*4 contiguous pattern(s), with palette, flipping and link attributes (see [CMD])
* a "multisprite" is made from several sprites, with position relatives to an origin (not in [CMD])
* a ''multisprite'' is made from several sprites, with position relatives to an origin (not in [CMD])
* a ROM address is between 00000 and 80000, a RAM address between FF0000 and FFFFFF
* a ROM address is between 00000 and 80000, a RAM address between FF0000 and FFFFFF
* ''a stage pointer table'' is read as follow : if you're at mission m and sub-mission s
** the m-th word is an offset from the beginning of the table ; you get to addr
** the s-th word from this position in an offset from addr to the relevant entry of the table
= Palettes =
Palettes are organized as groups of 4 palettes (from 0 to 3)
There two sets of groups.
One is loaded for special events in the game (title screen, mission screen), the other is particular as each stage.
== Stages palettes ==
The table is located at 0x12FA8. It starts with a stage pointer table. Then, each entry is made of 4 words that are all offsets from the beginning of the entry, to the 16 words giving the palette.
It is read by routine at 0x12CC8
== Special palettes ==
They are stored in a table starting with word offsets from the beginning of the table to the entry.
Then each entry is a word offset from the beginning of the entry to the palette itself.
It is read by routine at 0x12CFE
  special_id | description
  00        | Sega logo
  01        | Opening
  02        | Start Stage Screen / After Stage Scoring
  03        | Start Mission Screen
  04        | Bonus Stage
  ??


= Sprites =
= Sprites =

Revision as of 16:30, 3 June 2014

Chip tiny.png The following article is a Notes Page for Shadow Dancer.

This page contains notes about an attempt to hack the game, replacing graphics and maps to make the game similar to the arcade classic Shinobi.

I intend to study :

  • how to edit sprites graphical data (mostly done)
  • how to alter character behaviour (to do)
  • how to edit sprites collision boxes (to do)
  • how to edit tiles and maps (mostly done)
  • how to edit collisions with maps (in progress)

The terminology used here is mostly borrowed from the document entitled Sega Genesis VDP documentation by Charles MacDonald (available on RHDN), refered by [CMD] :

  • a pattern is a 8*8 16 colors tile, aimed to be loaded in VRAM (see [CMD])
  • a sprite is made from 1*1 to 4*4 contiguous pattern(s), with palette, flipping and link attributes (see [CMD])
  • a multisprite is made from several sprites, with position relatives to an origin (not in [CMD])
  • a ROM address is between 00000 and 80000, a RAM address between FF0000 and FFFFFF
  • a stage pointer table is read as follow : if you're at mission m and sub-mission s
    • the m-th word is an offset from the beginning of the table ; you get to addr
    • the s-th word from this position in an offset from addr to the relevant entry of the table

Palettes

Palettes are organized as groups of 4 palettes (from 0 to 3)

There two sets of groups.

One is loaded for special events in the game (title screen, mission screen), the other is particular as each stage.

Stages palettes

The table is located at 0x12FA8. It starts with a stage pointer table. Then, each entry is made of 4 words that are all offsets from the beginning of the entry, to the 16 words giving the palette.

It is read by routine at 0x12CC8

Special palettes

They are stored in a table starting with word offsets from the beginning of the table to the entry. Then each entry is a word offset from the beginning of the entry to the palette itself.

It is read by routine at 0x12CFE

 special_id | description
 00         | Sega logo
 01         | Opening
 02         | Start Stage Screen / After Stage Scoring 
 03         | Start Mission Screen
 04         | Bonus Stage
 ??

Sprites

This section describes how the Joe Musashi and the ennemies "sprites" (in fact, multisprites) are loaded.

Joe Musashi

Patterns

A whole set of patterns is loaded at once at RAM address FF9300. Only relevant patterns will later be loaded in VRAM. The set is Nemesis-compressed at ROM address 23540. Nemesis compression is a well-known compression scheme which is described here.

Loading in VRAM

Building Multisprites

The dog

Ennemies

Bosses