![]() You’ll also notice that most of the graphics are actually stored twice. But for now only a minority some background tiles and sprites are split up individually. Of course, it is possible to split these elements into individual items. For instance, this is a portion of the graphics sheet for the dungeons graphics. When compiling the game, the PNG files are converted back to their original 2bpp format, and inserted into the final binary.įor now, most of the pictures are exported as large sheets containing multiple graphical elements. This week, the remaining graphic banks were all mapped out, and all of them are now exported as PNG files. Until recently, the binary sections containing the pictures weren’t even entirely identified. ![]() The various graphics used in the game are stored in the ROM as binary files. And it got quite a few improvements done! Export all the graphics This week I found some time to work again of this Zelda: Link’s Awakening disassembly project. This article is part of an ongoing “ Disassembling Link’s Awakening” series, where I attempt to gain some understanding on how special effects were implemented in this game. Link’s Awakening disassembly progress report – week 1 Link’s Awakening disassembly progress report – week 1 | Kzone Kzone Link’s Awakening disassembly progress report – week 1 –
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