Info from RedScorpion on Menu GFX

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Info from RedScorpion on Menu GFX

Post by Puzzledude on Mon 18 Feb 2013 - 7:30

RedScorpion wrote:

I found the inventory names on 0006F3D0 unheadered ROM

Here an Image. This can help to find all itemnames:

And the table

24=
25=
50=A
51=B
52=C
53=D
54=E
55=F
56=G
57=H
58=I
59=J
5A=K
5B=L
5C=M
5D=N
5E=O
5F=P
60=Q
61=R
62=S
63=T
64=U
65=V
66=W
67=X
68=Y
69=Z
6A=-

Each tile is like this: Bug-Catchingnet = 0024 0124 0224 0324 ....


inventory gfx image




With this info, you can change the name of an item in the inventory.
Load A is 50 25, B is 51 25 etc.

greetz

red


--------------------------------------------------

Added by Puzzledude

LOADING gfx info inventory

For instance Fire rod
Coordinates B0, B1, C0, C1 (B0, B is x, 0 is y for first block)

24 is red colour + white
Code is B0 24, B1 24, C0 24, C1 24 for fire rod.

24 is normal, 64 is y mirror, A4 is x mirror, E4 is xy mirror.

Colours: 24 is red, 28 is yellow, 2C is blue, 3C is green, 20 is orange.

Green is different: 3C is normal, 7C is y mirror, BC is x mirror, FC is xy mirror

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Re: Info from RedScorpion on Menu GFX

Post by Euclid on Tue 19 Feb 2013 - 2:03


Addresses for graphics - Note these are snes ppu pointer things, 2 bytes each - follows the vhopppcc cccccccc pattern.

v = vertical mirror
h = horizontal mirror
o = sprite ordering (not really applicable to BG3)
p = palette number
c = tile number

8 bytes each - top left, top right, bottom left bottom right in this order.

06F629 - BOW - WHEN NOTHING
06F631 - BOW - WHEN ALL USED UP
06F639 - BOW - NORMAL
06F641 - BOW - ???
06F649 - BOW - SILVER
06F651 - BOOMERANG - WHEN NOTHING
06F659 - BOOMERANG - blue
06F661 - BOOMERANG - red
06F669 - HOOKSHOT - when nothing
06F671 - HOOKSHOT
06F679 - bomb - empty
06F681 - bomb
06F689 - mushroom slot - when nothing
06F691 - mushroom
06F699 - powder
06F6A1 - fire rod slot when nothing
06F6A9 - fire rod
06F6B1 - ice rod slot when nothing
06F6B9 - ice rod
06F6C1 - bombos slot when nothing
06F6C9 - bombos
06F6D1 - ether slot when empty
06F6D9 - ether
06F6E1 - quake slot when empty
06F6E9 - quake
06F6F1 - lamp slot when empty
06F6F9 - lamp slot
06F701 - hammer slot when empty
06F709 - hammer slot
06F711 - shovel/flute slot when empty
06F719 - shovel
06F721 - flute
06F729 - flute (again)
06F731 - bug catching net slot when empty
06F739 - bug catching net
06F741 - book slot when empty
06F749 - book
06F751 - bottle slot when empty
06F759 - mushroom (?)
06F761 - empty bottle
06F769 - Red Potion
06F771 - Green Potion
06F779 - Blue Potion
06F781 - Fairy
06F789 - Bee
06F791 - Good Bee
06F799 - red cane slot when empty
06F7A1 - red cane
06F7A9 - blue cane slot when empty
06F7B1 - blue cane
06F7B9 - cape slot when empty
06F7C1 - cape
06F7C9 - mirror slot when empty
06F7D1 - map (?)
06F7D9 - mirror

06F839 - sword when none
06F841 - sword 1
06F849 - sword 2
06F851 - sword 3
06F859 - sword 4
06F861 - shield when none
06F869 - shield 1
06F871 - shield 2
06F879 - shield 3
06F881 - armor 1 (green)
06F889 - armor 2 (blue)
06F891 - armor 3 (red)

Item descriptions:
6F1C9 - 6F619
Same format as above,
2 lines per item, 16 bytes per line.
Some descriptions uses custom graphics (eg/ BOOMERANG because it doesn't fit in a line)
Will not go into the details, but will give the order which items come up.

1. bow
2. boomerang
3. hookshot
4. bomb
5. mushroom
6. fire rod
7. ice rod
8. bombos
9. ether
10. quake
11. lamp
12. magic hammer
13. shovel
14. bug catching net
15. book of mudura
16.
17. blue cane
18. red cane
19. magic cape
20.
21. mushroom (again)
...
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