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Mother 3/Credits sprite placement data: Difference between revisions
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Revision as of 02:42, 24 January 2024
This is a sub-page of Mother 3.
Credits sprite placement data | |
Game | MOTHER 3 |
Start Address | 0xC76A8 |
End Address | 0xC7D79 |
# of Entries | 24 by (variable) (0x18) |
Entry Length | Variable by 12 (0xC) |
Total Length | 1754 bytes (0x6DA) |
Back to the ROM map |
Overview
The credits sprite placement data controls which sprites are displayed, and where, during the staff credits sequence.
Format
This is a two-dimensional variable-width table. There are 24 top-level entries; each top-level entry has a variable number of 12-byte sprite entries. The sprite entries are to be read sequentially until an entry with a sprite number of -1 is read.
Field listing
- 00-01 (02) = [ A ] X
- 02-03 (02) = [ B ] Y
- 04-05 (02) = [ C ] Sprite number
- 06-07 (02) = [ D ] Animation index
- 08-09 (02) = [ E ] Animation frame
- 0A-0B (02) = [ F ] Layering priority
Table view
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F +-------------------------------------------------------------------------------- 00 | [ A ] [ B ] [ C ] [ D ] [ E ] [ F ]
Sprite number
The sprite number is an index into the sprite bank.
Animation
Rather than choose a sprite index directly, the game chooses a particular frame number of a sprite animation.