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MOTHER 3/Map graphics table: Difference between revisions
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(Created page with "{{Infobox table|name=Map graphics table |game=MOTHER 3 |loc=ROM |start=0xD3B4E0 |end=0xF3C343 |numentries=3000 (0xBB8) |entrylength=Variable |totallength=2100836 bytes (0x200E...") |
m (Xkeeper moved page MOTHER 3:Map graphics table to MOTHER 3/Map graphics table: normalize subpages and titles) |
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{{Infobox table|name=Map graphics table | {{subpage|game=MOTHER 3:ROM map}} | ||
{{Infobox table | |||
|name=Map graphics table | |||
|game=MOTHER 3 | |game=MOTHER 3 | ||
|loc=ROM | |loc=ROM | ||
|start=0xD3B4E0 | |start={{hex|0xD3B4E0}} | ||
|end=0xF3C343 | |end={{hex|0xF3C343}} | ||
|numentries=3000 (0xBB8) | |numentries=3000 ({{hex|0xBB8}}) | ||
|entrylength=Variable | |entrylength=Variable | ||
|totallength=2100836 bytes (0x200E64) | |totallength=2100836 bytes ({{hex|0x200E64}}) | ||
}} | }} | ||
==Overview== | ==Overview== | ||
This table contains all of the map graphics. There is an offset table at the beginning. The table is indexed by the [[MOTHER_3:Map_graphics/palette_table|map graphics info table]]. Each entry in the table is a block of standard compressed graphics. When decompressed, you should end up with a tileset containing exactly 0x40 tiles (0x800 bytes). | This table contains all of the map graphics. There is an offset table at the beginning. The table is indexed by the [[MOTHER_3:Map_graphics/palette_table|map graphics info table]]. Each entry in the table is a block of standard compressed graphics. When decompressed, you should end up with a tileset containing exactly {{hex|0x40}} tiles ({{hex|0x800}} bytes). |
Latest revision as of 02:42, 24 January 2024
This is a sub-page of MOTHER 3.
Map graphics table | |
Game | MOTHER 3 |
Start Address | 0xD3B4E0
|
End Address | 0xF3C343
|
# of Entries | 3000 (0xBB8 )
|
Entry Length | Variable |
Total Length | 2100836 bytes (0x200E64 )
|
Back to the ROM map |
Overview
This table contains all of the map graphics. There is an offset table at the beginning. The table is indexed by the map graphics info table. Each entry in the table is a block of standard compressed graphics. When decompressed, you should end up with a tileset containing exactly 0x40
tiles (0x800
bytes).