It’s entirely possible for the game to generate the contents of certain BGMaps “on-the-fly”, especially for characters with a lot of “moving parts” like Wario himself. This is all assuming that the images you want are composed of BGMaps stored in the ROM. Some emulators (at least Red Dragon) can also show you the contents of BGMap memory during execution, though taking screenshots of that and then editing them would also get tedious quickly. Once you’ve found the code that loads/decompresses the data, disassemble it so you understand the format. they are usually loaded so they take up the upper left corner of the BGMap segment if they don’t use it completely. ![]() For charmaps, most games seem to use 78000, ignoring the uncontiguous areas at lower addresses (but note that any number of characters may be loaded at any address in character memory). ![]() ![]() If either of these are compressed, the best/easiest way to find them is to use an emulator and place a write breakpoint on addresses where charmaps and BGMaps are usually loaded. If the charsets are uncompressed, you can spot them with the VB Ripper Utility or the VeeBee Utilities. ![]() So is anyone familiar with how Wario Land loads its tiles, and if so can this info be extracted as well? In that case, extracting them would be easy, but the hard part would be finding the charsets. If they’re uncompressed, you can spot them in a hex editor as they are made up of 16-bit values that are usually similar in range. Can BGMaps be extracted from ROMS? How can I detect the BGMap structure in a file?
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