Hotel Mario Sprite Data found.
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- Softech Recruit
- Posts: 63
- Joined: Sat May 20, 2006 4:08 pm
Hotel Mario Sprite Data found.
It took me some time, but at least :
GFX Data is a little special, but here, it's there, it's Mario !
GFX Data is a little special, but here, it's there, it's Mario !
I'm french, so sometimes my english can be wrong.
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- Softech Recruit
- Posts: 63
- Joined: Sat May 20, 2006 4:08 pm
So, it's like 2 years later that I've finally got into it.
But then, sometimes I get weird stuff (also happens with some sprites of Mario):
http://i326.photobucket.com/albums/k425 ... ombao0.png
And I don't talk about the colors, the fact that some sprites are a bit deformed. I don't know why it happens.
EDIT:
Discovering more stuff, will update later.
Code: Select all
Hotel Mario Sprites Format (LuigiBlood):
4E 75 2F 09 22 40 (5E 89) = Magic Number
D3 FC = Relative Go To (Not sure about how it really works)
12 FC = 1 pixel (2 bytes, one is useless)
22 FC = 4 pixels
32 FC = 2 pixels
22 5F = End
Image horizontal resolution: 384 (0x180)
But then, sometimes I get weird stuff (also happens with some sprites of Mario):
http://i326.photobucket.com/albums/k425 ... ombao0.png
And I don't talk about the colors, the fact that some sprites are a bit deformed. I don't know why it happens.
EDIT:
Discovering more stuff, will update later.
Last edited by LuigiBlood on Sun Dec 09, 2012 3:18 pm, edited 1 time in total.
I'm french, so sometimes my english can be wrong.
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- Softech Recruit
- Posts: 63
- Joined: Sat May 20, 2006 4:08 pm
Nah, it doesn't seem to match anything.
I'm discovering more stuff about the format, I will update the topic later (and also post sprites...)
EDIT:
All right:
Mario seems to appear correctly now. I will update my program so it does things better...
EDIT: Mario:
http://dl.dropbox.com/u/35397316/mario_set_sub.o.png
I'm discovering more stuff about the format, I will update the topic later (and also post sprites...)
EDIT:
All right:
Code: Select all
Hotel Mario Sprites Format (LuigiBlood):
4E 75 2F 09 22 40 = Magic Number
D3 FC = Relative Go To
5X 89 = Skip bytes (X = bytes to skip * 2)
12 FC = 1 pixel (2 bytes, one is useless)
22 FC = 4 pixels
32 FC = 2 pixels
22 5F = End
EDIT: Mario:
http://dl.dropbox.com/u/35397316/mario_set_sub.o.png
I'm french, so sometimes my english can be wrong.
- cdifan
- CD-i Emulator Author
- Posts: 923
- Joined: Fri Jun 24, 2005 6:19 am
- Location: The Netherlands
- Contact:
These are 68000 machine languate instructions with immediate data, so-called compiled sprites.
The rts is a subroutine terminator; each sprite subroutine starts at the instruction immediately following it and blasts a number of pixels to address register one (%a1).http://www.onlinedisassembler.com wrote:Code: Select all
4e75 rts 2f09 movel %a1,%sp@- 2240 moveal %d0,%a1 d3fc00000000 addal #0,%a1 5189 subql #8,%a1 12fc0064 moveb #100,%a1@+ 22fc00000000 movel #0,%a1@+ 32fc0000 movew #0,%a1@+ 225f moveal %sp@+,%a1
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- Softech Recruit
- Posts: 63
- Joined: Sat May 20, 2006 4:08 pm
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- Softech Recruit
- Posts: 63
- Joined: Sat May 20, 2006 4:08 pm