ポケモンWiki没資料庫×伝説のスターブロブ2 > ポケモンでパネポン
this is rough translation of my article posted on 2017-12-29.
translated onsee pandocs for technical details of gameboy system
56 49 4A - obj tiles (compressed) FD 41 4A - bg tiles (compressed) 6A 4C 4A - bg map (compressed) 60 4D 4A - attribs (compressed) AA 4D 4A - palette for bg (raw) E2 4D 4A - palette for obj (raw) A7 4E 4A - unknown AE 4E 4A - unknown 1C 4F 4A - unknown 23 4F 4A - unknown 1A 4E 4A - OAM
GameBoy has 32x32 tilemap (256x256px) in VRAM and displays area of 160x144px from the map.
SCX/SCY registers (FF43/FF42) controll which part to crop from the BG map. This feature make it easy to scroll BG.
However, this game hardly uses scrolling in horizontal direction (the only exception is opening animation AFAIK). SCX is fixed at 0 and right side of BG map is left blank.
Some formats are used to store tilemaps and attribs.
Data for pokemon are saved in 160px format.
Generally tilemap and attribs are stored in pairs.
palettes for bg and obj are stored in pairs.
I couldn't find any OAM data. In picture above, I placed OBJ tile only when it's obvious where to put at.
I'm tired with patching. I failed to patch 80px Lip image...
80px series are recorded with black missing space. OBJ tile will be placed here. outline of those OBJ tiles are transparent color.
Generally, data are ordered like: [tile]→[tile]→[map]→[attribs]→[palette]→[palette].
In most cases, tiles are loaded on 8800h - 97FFh. 8600h for some tile data which have both obj and bg tile.
Almost all data used in above images are compressed. some palette data are not compressed.
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