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Still Stuck on Tile Information
12-18-2015, 02:45 AM
Ah, yes I know exactly what you're talking about! That is a completely separate feature that uses extra sprites (with the highest layer priority) to mask off portions of the character when the background layering stuff doesn't do the trick. I call them "sprite overlays". Here are my relevant notes if you're interested:
Code:
$0531 Sprite Overlay Index (part of map properties)
$0633-$0742 Sprite Overlay Stuff (from C0/F500)
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$0633-$0642 Sprite Overlay Graphics Indexes (16 tiles)
$0643-$0742 yxo-ooo- Sprite Overlay Tile Formation (for each bg1 tile, $FF means no overlay tile)
y: flip overlay graphics vertical
x: flip overlay graphics horizontal
o: overlay tile index
$0763-$077A Active Overlay Data (6 items, 4 bytes each, last two are unused)
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$0763 Overlay Tile X Position
$0764 Overlay Tile Y Position
$0765 Overlay Tile Graphic Index ($00 = no tile)
$0766 vh-----f
v: vertical flip
h: horizontal flip
f: 1 = upper z-level, 0 = lower z-level
C0E2A0-C0EE9F Sprite Overlay Graphics (1bpp)
C0EEA0-C0F49F Sprite Overlay Tile Formation (192 items, 8 bytes each)
C0F4A0-C0F4FF Pointers to Sprite Overlay Data (+$C0F500)
C0F500-C0FCFF Sprite Overlay Data (45 items, compressed, 16 + 256 bytes each)
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