tpw_rules
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| So, when I'm reading articles, I'll see things like "doesn't have any event data" or "pointers not in ROM." I know what event data and pointers are, but where can I get information on the format of the data and where it's stored and stuff like that? |
Xkeeper
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 Can you point to some examples of this?
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tpw_rules
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Originally posted by Xkeeper Can you point to some examples of this?
http://wiki.rustedlogic.net/Donkey_Kong_Country <-- That's the one in particular that I want more information on.
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Mattrizzle
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| Posted on 11-03-10 12:23:20 AM (last edited by Mattrizzle at 11-02-10 09:27 PM) |
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The pointer table to the sprite graphics in DKC is at 3BCC9C-3BF78F. Each pointer is 4 bytes long, meaning there are a total of 2,748 referenced sprites. DKC uses the C00000-FFFFFF mapping for this table, so subtract C00000 to get the actual PC address.
However, there are approximately 150 additional sprites (all unused) that aren't referenced in this table, which is what "(No pointer, but graphics are stored in ROM)" means.
This reminds me, there are still many more to add!
The sprite format itself, which all three DKC games use, is as follows:
Byte 1: Number of 16x16 tiles in Group A
Byte 2: Number of 8x8 tiles in Group B
Byte 3: Start of Group B 8x8 tiles relative to start of graphics (Measured in 8x8 tiles)
Byte 4: Number of 8x8 tiles in Group C
Byte 5: Start of Group C 8x8 tiles relative to start of graphics (Measured in 8x8 tiles)
Byte 6: Start of Group D 8x8 tiles relative to start of graphics (Measured in 8x8 tiles)
Byte 7: Where to place Group D in VRAM upon the display of this sprite. (Measured in 8x8 tiles)
Byte 8: Number of 8x8 tiles in Group D
Bytes: Tile coordinate data, in order by Group (signed; 1 byte X, 1 byte Y)
Bytes: Sprite graphics for Groups A, B, and C
Bytes: Group D graphics, if present.
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tpw_rules
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| Cool, that makes sense now. Is there any other page where I could find out all the other information about DKC, like level formats and stuff? |