Sonic and Sega Retro Message Board: RAM Editing Question - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 
Page 1 of 1

RAM Editing Question About Object Graphics.

#1 User is offline Tribeam 

Posted 24 October 2010 - 02:37 PM

  • Posts: 55
  • Joined: 08-January 07
Right, so, as a learning experience I made this object insert thing through Lua plugins in gens, got the object table, it inserts a new object in an empty slot and I can control that object all I want etc etc.

But I'm curious as to if it's possible to insert objects from other levels with the correct graphics

As an example I've created this thing:
It's a chain of rings that spins around sonic



but if I change the rings to something from a different level..lets say CNZ's bumpers
I get messed up graphics:


So I'm wondering if it's possible to load the graphics of the bumper(or any other object) so they display correctly in other levels through RAM editing.

Cheers.
This post has been edited by Tribeam: 24 October 2010 - 02:42 PM

#2 User is offline Irixion 

Posted 24 October 2010 - 03:18 PM

  • Posts: 1320
  • Joined: 30-December 04
  • Gender:Male
  • Location:Ontario, Canada
  • Project:Life
  • Wiki edits:152
This has got to do with VRAM—You need to make sure you have enough space for it in VRAM (With S3K stuff is pretty tightly packed)

#3 User is offline Tribeam 

Posted 24 October 2010 - 04:18 PM

  • Posts: 55
  • Joined: 08-January 07
QUOTE (Irixion @ Oct 24 2010, 03:18 PM)
This has got to do with VRAM—You need to make sure you have enough space for it in VRAM (With S3K stuff is pretty tightly packed)


I see.

I've searched the wiki, can't seem to find anything on this matter, so if anyone has any info they'd like to share, I'm all ears.
This seems like something that is not an easy task in any way, shape or form, if even at all possible...




#4 User is offline doc eggfan 

Posted 24 October 2010 - 04:35 PM

  • First clause... DIVIDE!
  • Posts: 6926
  • Joined: 19-May 08
  • Gender:Male
  • Project:Sonic 2 LD
  • Wiki edits:2
What has happened is that the palettes and sprite tiles from CNZ are not currently available in AIZ. You would need to manually add those too, which would involve sacrificing some art and colours that are currently used in AIZ.

#5 User is online Hivebrain 

Posted 24 October 2010 - 04:36 PM

  • Posts: 2285
  • Joined: 15-January 03
  • Gender:Male
  • Location:53.4N, 1.5W
  • Project:HivePal 2.0
  • Wiki edits:6,176
Using only the RAM, you could get the correct graphics to load by inserting a pattern load cue in the buffer thing. It would prompt the game to load CNZ's bumper graphics, but would probably overwrite something else in the VRAM though.

#6 User is offline Tribeam 

Posted 24 October 2010 - 11:39 PM

  • Posts: 55
  • Joined: 08-January 07


QUOTE (Hivebrain @ Oct 24 2010, 04:36 PM)
Using only the RAM, you could get the correct graphics to load by inserting a pattern load cue in the buffer thing. It would prompt the game to load CNZ's bumper graphics, but would probably overwrite something else in the VRAM though.


Thanks for your help.

Well I tried to mess with the PLC stuff, and I didn't get far, as you can see heh.

After spending a few hours trying to figure this PLC stuff, I just can't seem to understand how it works I don't even know if I'm messing with the right areas

Here's what I've been trying to do

The Wiki states that FFF680-FFF6DF is some kind of PLC buffer or something, messing with the values has some really confusing results and I don't understand whats going on(mostly crashes)
I tried inserting the ROM location and VRAM address to one of its "supposed" slots, and the value changes, but stays that way, and when the game goes to do some art changing the game crashes.

Something tells me I got this oh so terribly wrong lol.

Can anyone shed some extra light on this for me please?



#7 User is offline FraGag 

Posted 25 October 2010 - 12:07 AM

  • Posts: 630
  • Joined: 09-January 08
  • Gender:Male
  • Location:Québec, Canada
  • Project:an assembler
  • Wiki edits:6
QUOTE (Tribeam @ Oct 25 2010, 12:39 AM)
The Wiki states that FFF680-FFF6DF is some kind of PLC buffer or something, messing with the values has some really confusing results and I don't understand whats going on(mostly crashes)
I tried inserting the ROM location and VRAM address to one of its "supposed" slots, and the value changes, but stays that way, and when the game goes to do some art changing the game crashes.

Something tells me I got this oh so terribly wrong lol.

Can anyone shed some extra light on this for me please?

At $FFF680 starts a list of pointers to Nemesis-compressed graphics (4 bytes = 1 long) followed by the location in VRAM where they will be decompressed (2 bytes = 1 word). Each entry takes 6 bytes, so there can be at most 16 entries in this list. The first entry is at $FFF680, the second at $FFF686, the third at $FFF68C, etc. The first null art pointer encountered marks the end of the list. When an entry has been processed, the following entries are moved back one entry.

Page 1 of 1
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users