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3. Palette memory
PPU contain dedicated memory of 512 bytes for Palettes, abbreviated as CGRAM. That memory can hold 256 colors. Depending of the Layer's BPP that memory is used differently:
- in 8bpp - we have 1 Palette containing 256 colors, entries: $00..$FF
- in 4bpp - we have 8 Palettes, occupying entries: $00..$7F
- in 2bpp (Mode 0) we have 8 Palettes for each layer: $00..$1F (BG1), $20..$3F (BG2), $40..$5F (BG3) and $60..7F (BG4)
* Sprites use 8 Palettes, occupying entries: $80..$FF
Aha, I see...Code: [Select]Bit-Plane 0: Bit-Plane 1: Bit-Plane 2: Bit-Plane 3:
0 1 0 1 0 1 0 1 0 0 1 1 0 0 1 1 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0
0 1 0 1 0 1 0 1 0 0 1 1 0 0 1 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1
0 1 0 1 0 1 0 1 0 0 1 1 0 0 1 1 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0
0 1 0 1 0 1 0 1 0 0 1 1 0 0 1 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1
0 1 0 1 0 1 0 1 0 0 1 1 0 0 1 1 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0
0 1 0 1 0 1 0 1 0 0 1 1 0 0 1 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1
0 1 0 1 0 1 0 1 0 0 1 1 0 0 1 1 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0
0 1 0 1 0 1 0 1 0 0 1 1 0 0 1 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1
55-33-55-33-55-33-55-33-55-33-55-33-55-33-55
0F-00-0F-FF-0F-00-0F-FF-00-0F-FF-0F-00-0F-FF

- Its seems to me that whoever has made this, instead of defining a char as a Sprite he/she have defined each tile as Sprite ... I don't see the point of doing it that way ... logically you should have only 4 sprites (1 for the pointer, 2 for the chars and 1 for portrait)Yeah, FFIV was the first game Square developed for SNES, and it was released only about eight months after the console. A lot of times when you dig into the code, you get the impression that they really didn't understand the capabilities or how best to use the hardware yet.
- by knowing ID of tiles, you may try to check the code for LDA/x/y ID and pinpoint 'the drawing' on the screenLooking forward to that for the practical application (I mean, this project), but I also still want to understand better how this all really works. So, thank you for taking this time.
Please don't alter the $2101, just read the value written there, particularly bits 5-7 (sets Sprite size).Ok, I made a save state in zSNES and downloaded vSNES and opened it but I don't really know what I'm looking at here...
Post the code here, so we can delve in details. Keep in mind that reading/writing to video could be auto-incremented. So even if you have initial value in the address ($2116), if you have some read/writes ($2118/$2139) after initialization and the code you are looking, the address has been already changed! Besides as I said the transfer could be done trough DMA/HDMA ... it all depends.
You know what? Lets do something else:
- Download vSNES (the tool I've talk about)
- Make sure you use zSNES as emulator. Load the ROM and when the namingway screen pops up - make a savestate
- Send me or attach here that savestate
* You can check for yourself many things in vSNES - like what mode you use, layers, tiles, sprites,...