EarthBound Beginnings/Sprite data: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
(correct mistake)
mNo edit summary
Line 26: Line 26:
* Byte 1: Y location
* Byte 1: Y location
* Byte 2: Attributes
* Byte 2: Attributes
*:Working on figuring these out
*:WIP
* Byte 3: PPU tile index
* Byte 3: PPU tile index
*:Selects the tile index of the sprite gfx (58010 to 5E80F)
*:Selects the tile index of the sprite gfx (58010 to 5E80F)

Revision as of 18:46, 7 September 2023

This is a sub-page of EarthBound Beginnings.

Ally data
Game EarthBound Zero
Start Address 2A010
End Address 2C00F
# of Entries unknown
Entry Length 16 (0x10)
Total Length 8192 bytes (0x2000)
Back to the ROM map

This controls the sprites in the game.

Format

This example uses the sprite data for Ninten forwards, located at 2ABAC-2ABBB:

10 20 10 02 18 20 10 03 10 28 11 10 18 28 11 11

Sprite are made up of 4 PPU tiles, each of which are four bytes in the sprite data, in order:

  1. Top-right
  2. Top-left
  3. Bottom-right
  4. Bottom-left

In this example, 10 20 10 02 is the top-right part of Ninten.

Tiles

Each tile's sprite data has its location, palette and PPU tile. The position controls where the sprite is drawn on screen relative to the sprite's position. For example, changing the location on NPCs causes parts of their sprite to be detached from the rest.

  • Byte 0: X location
  • Byte 1: Y location
  • Byte 2: Attributes
    WIP
  • Byte 3: PPU tile index
    Selects the tile index of the sprite gfx (58010 to 5E80F)