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04-21-22 07:06:59 PM
Jul - The Cutting Room Floor - Help with yy-chr on Legend of Zelda Oracle Series New poll - New thread - New reply
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The IT
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Posted on 11-10-13 01:29:50 AM Link | Quote
I wanted to look deep into the Legend of Zelda Oracle Series' roms to look for unused sprites, so I used yy-chr and came to a few problems with it. Some tiles on the tileset are neat like this:

While most of the tileset are like this mess:

The thing is I don't know why the tiles are messed up like this, I tried everything on yy-chr to get it right but it was no good. So if anyone can have a solution to this problem or suggest a program that might help with this please let me know. Thanks.
Cuber456

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Posted on 11-10-13 03:20:04 AM (last edited by Cuber456 at 11-10-13 03:20:23 AM) Link | Quote
Looking into tilesets is always a messy business in my experience and that was especially true for the Oracle games. That's why I always tried to avoid doing it at all costs.

Regardless, have you given CrystalTile2 a shot? Its a decent program that allows you to modify the length and width of the tiles you are viewing on the fly. I'm not guaranteeing that it will work but I've had decent results patching together sprites/images together using it for other games. I'd say try it out. Perhaps you will get lucky.

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Montassar2092
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Posted on 11-10-13 03:25:36 AM Link | Quote
Could be compressed graphics?
Rachel Mae

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Posted on 11-10-13 04:11:37 AM Link | Quote
Yeah, it seems to be some form of compression that, for whatever reason, occasionally leaves blocks of tiles uncompressed.

In my experience, games will store things like sprites uncompressed when they need to be copied from ROM to VRAM very quickly (e.g. for large characters whose animations would take up a significant amount of memory if decompressed to RAM). Static graphics like background tiles and common sprites are compressed because they're only loaded at the beginning of the game or during scene transitions, where the decompression delay won't be noticeable.

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Posted on 11-10-13 03:14:29 PM Link | Quote
Yeah, the Oracles games have a GFX compression on them. I'll see if I can get any further info on the decompression method, but for now here are a few resources:

Oracles GFX offsets.

ZOLE 4. Zelda Oracles Level Editor. Also comes with a text editor and script editor. ZOLE has a built in Tileset editor, and will decompress Ages and its gfx. Maybe you'll be able to properly view all GFX in yy-chr after loading and saving a rom in ZOLE.

ZOLE main forums. You might find other helpful documentation buried somewhere on this board.
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Posted on 11-11-13 12:16:24 AM Link | Quote
The reason some graphics appear jumbled and some don't is because of how the compression works. The compression used on the overworld graphics have two parts to them that use the same compression, which is a modified form of the LZ compression and includes destination addresses. The first in ZOLE is labeled "VRAM" and the second is "Unique". So in order to get the right set of tiles (excluding animations) on a map, you need to decompress two sets of graphics. ZOLE decompresses all of these graphical combinations by default and allows you to decompress any sets you want.

You see character and weapon sprites and animations decompressed because it's easier on the hardware to sacrifice some space and just load them raw.

Also, if you're looking for unused graphics, it's worth noting Seasons came first and it was originally going to be a Zelda 1 remake. You can actually find every single Zelda 1 enemy in Seasons is memory serves me right.
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Jul - The Cutting Room Floor - Help with yy-chr on Legend of Zelda Oracle Series New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

33 database queries.
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Script execution time:  0.009169 seconds
Total render time:  0.106785 seconds


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of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
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the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

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Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

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