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Where are the... Sprites

PostPosted: October 26th, 2024, 9:50 am
by Cyclone
Hi,

I can't find the addresses of the sprite heads that are on the map screen.

Re: Where are the map 'Head' sprites?

PostPosted: October 28th, 2024, 11:56 pm
by Mattrizzle
The map heads share sprite ID $0088. IDs less than $008C (D.K.'s first one) are handled differently from the others in that they do not load their own graphics.

Re: Where are the map 'Head' sprites?

PostPosted: October 29th, 2024, 6:41 am
by Cyclone
Thanks Mattrizzle.

Sorry for sounding dumb but what is the address of the first tile of a map head sprite? I have been spelunking through the hex editor but I'm lost.
Do they have headers like the other sprites?

This is the info I get in the editor,

fromeditor.png
fromeditor.png (38.25 KiB) Viewed 2715 times

Re: Where are the map 'Head' sprites?

PostPosted: October 30th, 2024, 9:58 pm
by Mattrizzle
The graphics for the map icons start at $20000 (SNES $C20000). They do not have a header.
dkc1_map_icons_yychr.PNG
dkc1_map_icons_yychr.PNG (71.77 KiB) Viewed 2525 times


These header bytes don't exist for sprite IDs under $008C:
dkc1_dma_bytes_from_cyclone_editor.PNG
dkc1_dma_bytes_from_cyclone_editor.PNG (3.89 KiB) Viewed 2525 times

Re: Where are the map 'Head' sprites?

PostPosted: October 31st, 2024, 12:24 pm
by Cyclone
Thanks. Got it working now!

1608.png
1608.png (307 Bytes) Viewed 2425 times

Re: Where are the map 'Head' sprites?

PostPosted: October 31st, 2024, 11:09 pm
by Mattrizzle
Close, but the coordinates don't look right. Since DMA bytes don't exist for sprite IDs less than $008C, the tile x- and y- coordinate array begins immediately after "1x1 offset (group 2)", as shown highlighted in blue below:
dkc1_sprite_0088_header_and_coords_in_hxd.png
dkc1_sprite_0088_header_and_coords_in_hxd.png (18.87 KiB) Viewed 2371 times

The rest of the header is shown highlighted in maroon. $227F7F (SNES $E27F7F) is unrelated to the map head sprites--it's the start of the header for an unused shadow sprite not present in the pointer table.

Re: Where are the map 'Head' sprites?

PostPosted: November 1st, 2024, 3:08 am
by Cyclone
How are the coordinates wrong?
I compared it to the spriters resource one and they look the same to me?

1.png
1.png (821 Bytes) Viewed 2352 times

Re: Where are the map 'Head' sprites?

PostPosted: November 1st, 2024, 3:20 am
by Mattrizzle
The head appears near the upper left corner of the 256x256 image you uploaded. Based on the proper coordinates (X:128, Y:120 or $78 $70 in hexadecimal) it should appear near the center.

The arrangement of the tiles don't look weird in this case because it's made up of only one 2x2 OAM tile and nothing else.

Re: Where are the map 'Head' sprites?

PostPosted: November 1st, 2024, 3:55 am
by Cyclone
I couldn't find the coordinates for the map sprites...

hex.png



Here is one with more then 1 2x2, correct?

1607.png
1607.png (979 Bytes) Viewed 2349 times

Re: Where are the map 'Head' sprites?

PostPosted: November 1st, 2024, 4:42 am
by Mattrizzle
Cyclone wrote:I couldn't find the coordinates for the map sprites...

They're at 227F7D-227F7E for sprite ID $0088, 5 bytes after the start of the header. Look at the hex editor image in my last post.

OAM X- and Y- coordinates always come after the header bytes, even when there aren't graphics.

Here is one with more then 1 2x2, correct?

Yes, and the coordinates are correct in that image. However, that Rambi sprite has the VRAM/DMA group bytes in its header. Sprite IDs $0004 through $0088 do not.
(Sprite $0000 is another special case. It's always blank.)

Re: Where are the map 'Head' sprites?

PostPosted: November 1st, 2024, 9:22 am
by Cyclone
Mattrizzle wrote:The map heads share sprite ID $0088. IDs less than $008C (D.K.'s first one) are handled differently from the others in that they do not load their own graphics.


So the map icons all have the same X Y coordinates and said coordinates are located in the same spot in the ROM?

Below are a few sprites.

1609.png
1609.png (312 Bytes) Viewed 2302 times


1610.png
1610.png (308 Bytes) Viewed 2302 times


1611.png
1611.png (315 Bytes) Viewed 2302 times

Re: Where are the map 'Head' sprites?

PostPosted: November 7th, 2024, 4:22 am
by Mattrizzle
Yes. They differ only in what VRAM offset and palettes are used by each sprite (determined by a table in RAM starting at $0C69).

They look good now!

Re: Where are the map 'Head' sprites?

PostPosted: November 7th, 2024, 4:55 am
by Cyclone
Thanks for the confirmation Mattrizzle. :)

If ya feel like taking a gander I extracted and ordered all the map head icons and put them in a zip archive.

Map_Icons.zip
(20.75 KiB) Downloaded 52 times

Re: Where are the... Sprites

PostPosted: November 13th, 2024, 11:09 am
by Cyclone
Hello, I came across a few more missing sprites. The DK Barrel, and Millstones.

Are the barrels made up of two sprites overlay ed?

Edit*

I would like to figure this out on my own, but need direction.

Thanks

Re: Where are the... Sprites

PostPosted: November 14th, 2024, 3:44 am
by Mattrizzle
Are the barrels made up of two sprites overlay ed?

Yes. In DKC1 and 2, the DK emblem is separate from the shaking barrel. DKC3 modified the sprite rendering function so that certain sprites can use two palettes for their tiles, so the emblem and barrel are combined in that game.

Aside from the Gnawties operating them, the Millstones aren't sprites. They're part of background layer 2 in the temple levels.

Re: Where are the... Sprites

PostPosted: November 15th, 2024, 11:33 am
by Cyclone
Good to know thanks, I bet they are compressed right?

Also the small animal tokens are not in your sprite viewer. How can I locate them? I want to learn how to locate them in the YY-CHR.NET

Thanks!

Re: Where are the... Sprites

PostPosted: November 16th, 2024, 4:33 am
by Mattrizzle
The millstones reuse multiple tiles across their animation frames, but I can't recall if they're compressed with the terrain graphics for the temple or uncompressed elsewhere in the ROM.

The animal tokens should be uncompressed in the ROM in 4bpp SNES format just like the map icons and bananas.

Re: Where are the... Sprites

PostPosted: November 16th, 2024, 1:06 pm
by Cyclone
So... I know were the bananas are located But I don't know how to use the palette editor to find them... I just get gibberish. I tried increasing / decreasing the bits. I loaded a save state as well and scrolled through the ROM.

Location_Of_Banana.png


Below is proof I'm not totally going bananas lol.

Winky_Token.png
Winky_Token.png (1.35 KiB) Viewed 1583 times

Re: Where are the... Sprites

PostPosted: November 16th, 2024, 1:38 pm
by Cyclone
Well I found part of of a banana

Part_Of_Banana.png

Re: Where are the... Sprites

PostPosted: November 18th, 2024, 10:46 am
by Cyclone
I found the small animal Tokens.

Now how do I find the address of the first tile in that program?

Animal_Tokens_Small.png


and the Millstones
millstone.png

Re: Where are the... Sprites

PostPosted: November 21st, 2024, 9:31 am
by Cyclone
I was able to locate and extract the first tile of the Millstone.
Where is the array of tile coordinates and does it have a header?

Thanks

MIllstone_Hex_First_Tile.png

Re: Where are the... Sprites

PostPosted: December 3rd, 2024, 7:03 am
by Cyclone
Good Day,

Just wondering. The Mine Elevator platform is not working in my program. Does it differ somehow to the other sprites?
I used the Address in the sprite viewer and converted it to a PC address but it gives a bunch of corrupted tiles.

Do I have to manually assemble the sprite tiles?

Mine_Platform_Pallette.png
Mine_Platform_Pallette.png (43.4 KiB) Viewed 186 times

Location_Hex.png