Difference between revisions of "Star Fox:Graphics Data"

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== Character Images ==
 
== Character Images ==
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Character image tiles are stored in memory, vertically, as 20 tiles (5 columns by 4 rows).  The top left tile is stored first, then the 4 tiles directly beneath that tile, then the first tile of the next column, and so on.
  
 
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Latest revision as of 14:23, 14 June 2019


Graphics Data
Game Star Fox
Start Address 0x0B0000
End Address 0x0BFFFF
# of Entries unknown
Entry Length unknown
Total Length 65,535 bytes
Back to the ROM map

Graphics Data

Unlike the texture data that is used for rendering images on 3D models, the 2D graphics images are stored in standard 4-bit per pixel planar format in 8x8 pixel "tiles". Each tile takes up 32-bytes of memory. Each byte holds 1 bit for 8 pixels (one row of an 8x8 tile.) Since the images are 4-bits per pixel, the first two bits are written first for the first two rows, then the next two bits are written for those same rows.

Offset  Size    Description
------- ----    -----------
 0x00   1       Bit 0 Row 0
 0x01   1       Bit 1 Row 0
 0x02   1       Bit 0 Row 1
 0x03   1       Bit 1 Row 1
 0x04   1       Bit 2 Row 0
 0x05   1       Bit 3 Row 0
 0x06   1       Bit 2 Row 1
 0x07   1       Bit 3 Row 1
 0x08   1       Bit 0 Row 2
 0x09   1       Bit 1 Row 2
 0x0A   1       Bit 0 Row 3
 0x0B   1       Bit 1 Row 3
 0x0C   1       Bit 2 Row 2
 0x0D   1       Bit 3 Row 2
 0x0E   1       Bit 2 Row 3
 0x0F   1       Bit 3 Row 3
 0x10   1       Bit 0 Row 4
 0x11   1       Bit 1 Row 4
 0x12   1       Bit 0 Row 5
 0x13   1       Bit 1 Row 5
 0x14   1       Bit 2 Row 4
 0x15   1       Bit 3 Row 4
 0x16   1       Bit 2 Row 5
 0x17   1       Bit 3 Row 5
 0x18   1       Bit 0 Row 6
 0x19   1       Bit 1 Row 6
 0x1A   1       Bit 0 Row 7
 0x1B   1       Bit 1 Row 7
 0x1C   1       Bit 2 Row 6
 0x1D   1       Bit 3 Row 6
 0x1E   1       Bit 2 Row 7
 0x1F   1       Bit 3 Row 7

The final 4-bit pixel value points to a color in the palette located at 0x18B0A. The color palette may be changed by the game to an alternate palette based on the current level.

These 8x8 tiles can be arranged on the screen to make larger images, like the 32x40 pixel images used for the character communication images.

Character Images

Character image tiles are stored in memory, vertically, as 20 tiles (5 columns by 4 rows). The top left tile is stored first, then the 4 tiles directly beneath that tile, then the first tile of the next column, and so on.

Start Tiles Size Description
0BB9C0 20 (4x5) 32x40 Communication
0BBC40 20 (4x5) 32x40 Communication 2
0BBEC0 20 (4x5) 32x40 Communication 3
0BC140 20 (4x5) 32x40 Communication 4
0BC3C0 20 (4x5) 32x40 Communication 5
0BC640 20 (4x5) 32x40 Fox
0BC8C0 20 (4x5) 32x40 Fox 2
0BCB40 20 (4x5) 32x40 Peppy
0BCDC0 20 (4x5) 32x40 Peppy 2
0BD040 20 (4x5) 32x40 Falco
0BD2C0 20 (4x5) 32x40 Falco 2
0BD540 20 (4x5) 32x40 Slippy
0BD7C0 20 (4x5) 32x40 Slippy 2
0BDA40 20 (4x5) 32x40 Pepper
0BDCC0 20 (4x5) 32x40 Pepper 2
0BDF40 20 (4x5) 32x40 Andross
0BE1C0 20 (4x5) 32x40 Andross 2
0BE440 20 (4x5) 32x40 Communication 6