Ryan11p Posted June 1, 2013 Share Posted June 1, 2013 Very new to editing and due to some very awesome ppl I think I'm progressing so thanks specifically to Jeff Stout, Matt Knobbe, Pambazo88, Brudog, and TSBGOD. Your patience and time are appreciated more than you know. So while Pambazo88 and Matt took a lot of time to explain and teach me to edit text such as the:0x016B8E NFL SUPER PRO FOOTBALL large text Pambazo88 told be he didn't know of an alphabet posted so I figured why not post one. I use FCEUX and have had 0 luck getting NESticle to work. I found it irritating to find each letter via PPU viewer so I hope this is useful to others. I must say I don't know the whole thing but starting one seemed like a good idea for myself anyway. Please feel free to fill in the gaps if you know them. I will at some point finish the entire alphabet these are the letters I used making the current rom I am making for Bits & Glory. So the Format will be 1st Line is top of the letter and 2nd is Bottom of the letter A- D0D1 CACB B- C- D- E- C0C1 96AA F- C0C1 CAA4 G- 909D 9295 H- I- C4C5 C6C7 J- K- L- 8400 96AA M- N- 8C99 8E9B O- 9091 9293 P- Q- R- 94A9 8688 S- CC9D 9ECF T- D8D9 9ECF U- 8485 9293 V- DCDD DEDF W- X- A0A1 A2A3 Y- AOA1 DADB Z- Quote Link to comment Share on other sites More sharing options...
buck Posted June 1, 2013 Share Posted June 1, 2013 A 90 91 86 87 B C0 CD C2 CF C 90 A5 92 A7 D 94 91 96 93 E C0 C1 C2 C3 F C0 C1 CA A4 G 90 A5 92 95 H C8 C9 CA CB I C4 C5 C6 C7 J 00 89 8A 8B K C8 A1 CA A3 L 84 00 96 AA M 8C 8D 8E 8F N 8C 99 8E 9B O 90 91 92 93 P 94 A9 86 AB Q 90 91 92 AD R 94 A9 86 88 S CC 9D 9E CF T D8 D9 DA DB U 84 85 92 93 V DC DD DE DF W 98 99 9A 9B X A0 A1 A2 A3 Y A0 A1 DA DB Z D4 D5 D6 D7 0 90 91 92 93 1 AE A8 C6 C7 2 9C CD 82 83 3 9C CD 9E CF 4 B0 B1 B2 B3 5 C0 AC 9F CF 6 D0 9D D2 CF 7 D4 D5 DA DB 8 CC CD CE CF 9 CC 91 9E D3 zz 00 00 00 00 space It will be the first 2 numbers for the first letter, the first 2 numbers for the second letter, the last 2 numbers for the first letter, and the last 2 numbers for the second letter. pambazos88 1 Quote Link to comment Share on other sites More sharing options...
Ryan11p Posted June 1, 2013 Author Share Posted June 1, 2013 I was able to get the letters that I needed using the format I posted for the rolling text at the end of the entrance video. Is this format for other text? Also thanks Buck for posting I have heard great things and appreciate you taking the time to help me out. Quote Link to comment Share on other sites More sharing options...
Knobbe Posted June 2, 2013 Share Posted June 2, 2013 Can anyone elaborate on the palette logic? In regards to the above, before the 16 tiles are defined there is a byte that defines the palette Quote Link to comment Share on other sites More sharing options...
jstout Posted June 2, 2013 Share Posted June 2, 2013 Can anyone elaborate on the palette logic? In regards to the above, before the 16 tiles are defined there is a byte that defines the palette It probably depends on the graphic but generally large graphics have byte(s) that are ready to be stored in the attribute table. A 16x16 block gets colored in bits %76543210 like: +---+---+---+---+ | | | | | + 1-0 + 3-2 + | | | | | +---+---+---+---+ | | | | | + 5-4 + 7-6 + | | | | | +---+---+---+---+ where %00 = Palette 0, %01 = Palette 1, %10 = Palette 2, %11 = Palette 3. Quote Link to comment Share on other sites More sharing options...
Knobbe Posted June 3, 2013 Share Posted June 3, 2013 It probably depends on the graphic but generally large graphics have byte(s) that are ready to be stored in the attribute table. A 16x16 block gets colored in bits %76543210 like: +---+---+---+---+ | | | | | + 1-0 + 3-2 + | | | | | +---+---+---+---+ | | | | | + 5-4 + 7-6 + | | | | | +---+---+---+---+ where %00 = Palette 0, %01 = Palette 1, %10 = Palette 2, %11 = Palette 3. Ah, thanks! Quote Link to comment Share on other sites More sharing options...
buck Posted June 3, 2013 Share Posted June 3, 2013 It probably depends on the graphic but generally large graphics have byte(s) that are ready to be stored in the attribute table. A 16x16 block gets colored in bits %76543210 like: +---+---+---+---+ | | | | | + 1-0 + 3-2 + | | | | | +---+---+---+---+ | | | | | + 5-4 + 7-6 + | | | | | +---+---+---+---+ where %00 = Palette 0, %01 = Palette 1, %10 = Palette 2, %11 = Palette 3. sometimes you will see "55" for a palette byte - what does this mean? Quote Link to comment Share on other sites More sharing options...
jstout Posted June 3, 2013 Share Posted June 3, 2013 (edited) sometimes you will see "55" for a palette byte - what does this mean?xXX = %76543210 (Listing Bit Numbers)x55 = %01010101(%00 = Palette 0, %01 = Palette 1, %10 = Palette 2, %11 = Palette 3) An attribute byte = 4x4 Tiles (32 pixels x 32 pixels) with each Palette Block = 2x2 Tiles (16 pixels x 16 pixels)[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] The Top Left 2x2 uses bits 10The Top Right 2x2 uses bits 32The Bottom Left 2x2 uses bits 54The Bottom Right 2x2 uses bits 76 So x55 has all 4 Palette Blocks %01 = Palette 1 Edited June 3, 2013 by jstout buck 1 Quote Link to comment Share on other sites More sharing options...
Knobbe Posted June 3, 2013 Share Posted June 3, 2013 In other words, they're using four binary values that are concatenated and converted into a hex number. Quote Link to comment Share on other sites More sharing options...
buck Posted June 3, 2013 Share Posted June 3, 2013 In other words, they're using four binary values that are concatenated and converted into a hex number. In other words, using space wisely. Quote Link to comment Share on other sites More sharing options...
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