Author Topic: Mode 7 research  (Read 260 times)

Mauron

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Mode 7 research
« on: November 25, 2019, 05:17:01 pm »
Current Notes

So far I've determined 0-1F are unique scenes, and 80 and 20 are options flags. 40 is likely an option as well, but I haven't seen it used so far.

A packet at C31313 is decompressed into RAM at 7E3000, which contains most of the mode 7 code and game credits.

Mauron

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Re: Mode 7 research
« Reply #1 on: November 27, 2019, 03:17:52 am »
0-F are unique scenes. 10 is not cleared before the jump, but there aren't pointers to 10-1f, so things will crash.

I've seen 40 set in a few mode 7 sequences on the title screen, but haven't gotten that far in the code yet.

Zakyrus

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Re: Mode 7 research
« Reply #2 on: November 30, 2019, 09:59:48 pm »
Is the possibility that a "Credits Editor" as an early working plugin a reality?

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Mauron

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Re: Mode 7 research
« Reply #3 on: November 30, 2019, 10:35:50 pm »
Most likely yes. Data storage for the credits is fairly straight forward, but there are few parts that need to be clarified first.

Zakyrus

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Re: Mode 7 research
« Reply #4 on: November 30, 2019, 11:12:44 pm »
Most likely yes. Data storage for the credits is fairly straight forward, but there are few parts that need to be clarified first.

Most likely {delay XX} seconds, line break and others (OR some kind of simulairity variant of the EVENT Commands are used). ...?

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Mauron

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Re: Mode 7 research
« Reply #5 on: November 30, 2019, 11:23:36 pm »
A lot of Mode 7 stuff is in a single compressed packet, including credits. I'm mapping out as much of the packet as I can before I start playing with it.