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EarthBound/Logo Screen Graphics Data: Difference between revisions
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==Format== | ==Format== | ||
For each logo, the ROM contains 3 individually compressed subentries for that logo's tilemap data, tile character data, and palettes. See [[EarthBound/ASM/Decompression_Routine#CompressionFormat|Compression Format]]. | |||
===Decompressed Format=== | ===Decompressed Format=== | ||
====Tilemap Data==== | ====Tilemap Data==== | ||
Once decompressed, the logo's tilemap data contains a single 32x32 tile [https://snes.nesdev.org/wiki/Tilemaps SNES tilemap], designating a static image covering the entire screen. 2-byte tile entries are arranged in rows, with 32 entries for the left-to-right tiles at the top of the screen, followed by the next row, etc. | |||
For each 2-byte tile entry: | |||
<code>VH0PPPCCCCCCCCCC</code> | |||
* <tt>V</tt> (bit <tt>0x8000</tt>): '''V'''ertical flip. If set, tile will be flipped vertically from how it is stored in tile character data. ''Not set for any logo tilemaps in EarthBound.'' | |||
* <tt>H</tt> (bit <tt>0x4000</tt>): '''H'''orizontal flip. If set, tile will be flipped horizontally from how it is stored in tile character data. | |||
* <tt>0</tt> (bit <tt>0x2000</tt>): Would be the BG Priority Bit, which affects whether the tile is displayed in front of or behind other background layers or sprites. Meaningless and always unset for EB logo screens where only a single background layer is used and no sprites. | |||
* <tt>PPP</tt> (bits <tt>0x1C00</tt>): '''P'''alette selection. Selects which 4-color palette from the logo's palettes is used when coloring the selected tile character. ''Always between 0 and 2 (inclusive) for any logo tilemaps in EarthBound.'' | |||
* <tt>CCCCCCCCCC</tt> (bits <tt>0x03FF</tt>): '''T'''ile character selection. Character index into tile character data. ''Always between 0 and 40 (inclusive) for any logo tilemaps in EarthBound because no logo uses more than 41 characters.'' | |||
====Tile Character Data==== | ====Tile Character Data==== | ||
====Palettes==== | ====Palettes==== | ||
{{stub}} | {{stub}} |
Revision as of 20:03, 27 May 2024
Logo Screen Graphics Data | |
Game | EarthBound |
Start Address | 0x2150C1 |
End Address | 0x2157D2 |
Total Length | 1810 bytes (0x0712) |
Back to the ROM map |
Compressed raw graphics data for the 3 game intro company logo screens.
Logos
"APE" Logo
Address | End Address | Subentry | Compressed length | Decompressed length |
---|---|---|---|---|
0x2150c1 | 0x215129 | Tilemap Data | 105 bytes (0x69) | 1280 bytes (0x0500) |
0x21512a | 0x21532f | Tile Character Data | 518 bytes (0x0206) | 2048 bytes (0x0800) |
0x215330 | 0x215373 | Palettes | 68 bytes (0x44) | 512 bytes (0x0200) |
"Halken" Logo
Address | End Address | Subentry | Compressed length | Decompressed length |
---|---|---|---|---|
0x215374 | 0x2153e7 | Tilemap Data | 116 bytes (0x74) | 1280 bytes (0x0500) |
0x2153e8 | 0x2155b7 | Tile Character Data | 464 bytes (0x01d0) | 2048 bytes (0x0800) |
0x2155b8 | 0x215654 | Palettes | 157 bytes (0x9d) | 512 bytes (0x0200) |
"Nintendo" Logo
Address | End Address | Subentry | Compressed length | Decompressed length |
---|---|---|---|---|
0x215655 | 0x21569d | Tilemap Data | 73 bytes (0x49) | 1280 bytes (0x0500) |
0x21569e | 0x21578e | Tile Character Data | 241 bytes (0xf1) | 2048 bytes (0x0800) |
0x21578f | 0x2157d2 | Palettes | 68 bytes (0x44) | 512 bytes (0x0200) |
Format
For each logo, the ROM contains 3 individually compressed subentries for that logo's tilemap data, tile character data, and palettes. See Compression Format.
Decompressed Format
Tilemap Data
Once decompressed, the logo's tilemap data contains a single 32x32 tile SNES tilemap, designating a static image covering the entire screen. 2-byte tile entries are arranged in rows, with 32 entries for the left-to-right tiles at the top of the screen, followed by the next row, etc.
For each 2-byte tile entry:
VH0PPPCCCCCCCCCC
- V (bit 0x8000): Vertical flip. If set, tile will be flipped vertically from how it is stored in tile character data. Not set for any logo tilemaps in EarthBound.
- H (bit 0x4000): Horizontal flip. If set, tile will be flipped horizontally from how it is stored in tile character data.
- 0 (bit 0x2000): Would be the BG Priority Bit, which affects whether the tile is displayed in front of or behind other background layers or sprites. Meaningless and always unset for EB logo screens where only a single background layer is used and no sprites.
- PPP (bits 0x1C00): Palette selection. Selects which 4-color palette from the logo's palettes is used when coloring the selected tile character. Always between 0 and 2 (inclusive) for any logo tilemaps in EarthBound.
- CCCCCCCCCC (bits 0x03FF): Tile character selection. Character index into tile character data. Always between 0 and 40 (inclusive) for any logo tilemaps in EarthBound because no logo uses more than 41 characters.
Tile Character Data
Palettes
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |