joemoe Posted July 7, 2015 Share Posted July 7, 2015 The first screen you see when opening rose bowl says 2002. I have figured out how to change all other opening screens via hex editor or tile editor, but can find where it says "Rose Bowl 2002." I would assume it is in hex editor? Quote Link to comment Share on other sites More sharing options...
buck Posted July 7, 2015 Share Posted July 7, 2015 (edited) I bet the character tiles are just layed out funny in the rom. need to go in with a code logger and find where that screen comes up. I bet you'll find those "2002 ROSE BOWL" character pointers kind of jumbled up because of the way the screen is layed out. I will take a look for you. Edited July 7, 2015 by buck Quote Link to comment Share on other sites More sharing options...
buck Posted July 7, 2015 Share Posted July 7, 2015 (edited) LOOK around the 16BF3 to 16C25 area in the rom. you will find the 2002 rose bowl letters, but not how you would expect them. Edited July 7, 2015 by buck DFM 1 Quote Link to comment Share on other sites More sharing options...
joemoe Posted July 7, 2015 Author Share Posted July 7, 2015 Its was right in front of me all along, swore I scrolled slowly through the whole thing. Thanks a lot.One more question?How come I can add a long quote on last title screen in PPU mode but there isn't enough room for it in rom mode. Is there a way to make the rom save your changes for text in PPU mode?Thanks again, glad I came here Quote Link to comment Share on other sites More sharing options...
buck Posted July 7, 2015 Share Posted July 7, 2015 I don't know exactly how the PPU code view-mode and ROM view-mode are related. I think of the ROM view as the actual concrete code (everything and anything) and the PPU-view is some sort of "specialized look into what is being read or seen for a given NES screen at a given time". As far as why you could change something on the PPU but not have room in the actual ROM, well I would guess that is because the PPU-view mode is independent from the actual ROM. maybe the PPU has empty space not being used for a particular screen that happens to afford you the realtime ability to perform a modification like you mentioned "on the fly", but due to the way the ROM game is coded sequentially or whatever, would be tough to go in and "squeeze" stuff into the ROM code.I know that for example mini-helmet PPU tweaks have to be copied and pasted from the PPU view to the appropriate section in the actual ROM code to actually be saved. So no, I do not know of a way with FCEUX or whatever to save PPU-view changes directly to ROM. Quote Link to comment Share on other sites More sharing options...
bruddog Posted July 7, 2015 Share Posted July 7, 2015 You cant save PPU changes to the ROM. The PPU is the current graphical RAM. The game code loads information from the rom into ram and its not always organized the same way in RAM as it is in ROM. There probably is enough room in the ROM with some code tweaking. Often times when the code is "reading/loading" text from the rom to display it is set up to only read so many characters. Quote Link to comment Share on other sites More sharing options...
joemoe Posted July 7, 2015 Author Share Posted July 7, 2015 Makes sense, thanks Quote Link to comment Share on other sites More sharing options...
bruddog Posted July 7, 2015 Share Posted July 7, 2015 An NES ROM is really two parts. A PRG section and a CHR section. On an actual cartridge these are two separate chips The PRG section contains game data as well as exectuable code. The CHR section contains the games graphical tiles. The NES has two types of memory. CPU memory and PPU memory CPU memory (called NES memory in FCEUX) is laid out as follows Address Size Description$0000 $800 2KB of work RAM$0800 $800 Mirror of $000-$7FF $1000 $800 Mirror of $000-$7FF$1800 $800 Mirror of $000-$7FF$2000 8 PPU Ctrl Registers$2008 $1FF8 *Mirror of $2000-$2007$4000 $20 Registers (Mostly APU)$4020 $1FDF Cartridge Expansion ROM$6000 $2000 SRAM (Save RAM) $8000 $4000 PRG-ROM (switchable banks for MMC3) $C000 $4000 PRG-ROM (fixed bank...last two banks in PRG-ROM) PPU MEMORY IS LaYED OUT AS FOLLOWS The pattern table is divided into two 256-tile sections. This is what you see in the PPU viewer. A nametable is a 1024 byte area of memory used by the PPU to lay out backgrounds. Each byte in the nametable controls one 8x8 pixel character cell, and each nametable has 30 rows of 32 tiles each, for 960 ($3C0) bytes; $0000-$0FFF $1000 Pattern table 0$1000-$1FFF $1000 Pattern Table 1$2000-$23FF $0400 Nametable 0 $2400-$27FF $0400 Nametable 1$2800-$2BFF $0400 Nametable 2$2C00-$2FFF $0400 Nametable 3$3000-$3EFF $0F00 Mirrors of $2000-$2EFF$3F00-$3F1F $0020 Palette RAM indexes$3F20-$3FFF $00E0 Mirrors of $3F00-$3F1F In addition, the PPU internally contains 256 bytes of memory known as Object Attribute Memory which determines how sprites are rendered. The CPU can manipulate this memory through memory mapped registers at OAMADDR ($2003), OAMDATA ($2004), and OAMDMA ($4014). Address Size Description$00-$0C (0 of 4) $40 Sprite Y coordinate$01-$0D (1 of 4) $40 Sprite tile #$02-$0E (2 of 4) $40 Sprite attribute$03-$0F (3 of 4) $40 Sprite X coordinate Quote Link to comment Share on other sites More sharing options...
bruddog Posted July 7, 2015 Share Posted July 7, 2015 How long is the quote you are trying to put in? This screen should fit a pretty long quote Quote Link to comment Share on other sites More sharing options...
joemoe Posted July 8, 2015 Author Share Posted July 8, 2015 its long enough it starts running into other code. I think it almost fit on that screen but didnt Quote Link to comment Share on other sites More sharing options...
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