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I was editing the text window graphics, when I noticed that in battle scenes, the top row of pixels for the menu windows was missing. So I looked at the tilemap for battle scenes in BSNES Plus and saw that there was an extra row of tiles in the battle background duplicated from the last row, and that the top row of pixels for that was being drawn over the top row of pixels for the menu windows. I then decided to try removing the bottom duplicate row from the tilemap using the memory editor, and it worked until the battle ended.
So I was wondering how, if at all, I could stop the duplicate row of battle background tiles from being drawn to begin with.
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This is just a guess, but if it's a single scanline it sounds like it might be an HDMA timing issue. Try running on higan (accuracy) and see if the problem persists.
If that doesn't work, I have some notes on the code for loading battle background tilemaps so I might be able to figure out where it's loading an extra row of tiles.
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04-30-2023, 06:44 AM
(This post was last modified: 04-30-2023, 09:12 AM by Mike 64.)
Using the first method worked, but at the same time, made me realize that the extra row is likely drawn for the purposes of the heat wave and underwater effects in deserts and the submerged Walse Tower, respectively, and possibly for other battle backgrounds that do something similar, since the effect is now more noticeable at the bottom of the two mentioned backgrounds.
So now the question is, why does the top row of pixels from the bg get drawn above the top row of pixels for the menu windows? I checked again, and noticed that the entirety of the battle scene, including the menu windows, seems to be drawn one pixel higher than it should be drawn on the screen in-game when compared to the actual tilemap being loaded into vram. So maybe that's why? Because the whole thing is seemingly misaligned vertically by a row of pixels?
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It seems like the HDMA timing is off by one scanline. I'm not sure where that gets set up in the code but I will try to find it.
This doesn't affect a vanilla ROM does it? It would help to know exactly what you changed. Are you starting from the RPGe translation? Can you tell me the CRC32 of your unmodified ROM file?
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05-03-2023, 07:56 AM
(This post was last modified: 05-03-2023, 09:02 PM by Mike 64.)
Nice. The fix for normal battle backgrounds works like a charm. However, I tried the fix for the Neo Exdeath background, and it doesn't seem to be working as intended, despite changing the value at 0x1158F from 04 to 03. Seems like all it does is change what line the background's tiles get loaded into the scene to be drawn to the actual background, as far as I can tell, which is located below the menu window. But it's still progress regardless.
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Can you post a screenshot of the Neo Exdeath battle?