Talk:Arbitrary sprites

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Latest comment: 18 days ago by WindyAndHikari in topic Loading uncompressed data
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GameCube Link Cable transfer

Not sure if that's a viable option to load arbitrary sprite data in RAM (or maybe copied to the arbitrary sprite area with arbitrary code execution later)? There was a Generation III exploit for it a long time ago. It might be lost on the forums, the old Glitch City Laboratories Discord (or earlier), or a combination of both. Evie (Torchickens) (talk) 22:47, 6 March 2022 (UTC)Reply[reply]

E-Reader

The e-Reader let you overwrite the Enigma Berry with another berry. Were the sprites of those berries sent to the game, or are they in the ROM already (just unlocked with the e-Reader)? Evie (Torchickens) (talk) 22:50, 6 March 2022 (UTC)Reply[reply]

Loading uncompressed data

Routine "LoadUncompressedSpriteData" is located at 1672 (Red/Blue) and 144B (Yellow). We could document how to use it. Evie (Torchickens) (talk) 19:49, 9 April 2024 (UTC)Reply[reply]

From a comment in an old version of the Pokémon Red disassembly;
"; postprocesses uncompressed sprite chunks to a 2bpp sprite and loads it into video ram
calculates alignment parameters to place both sprite chunks in the center of the 7*7 tile sprite buffers
de
destination location
a,c
sprite dimensions (in tiles of 8x8 each)" Evie (Torchickens) (talk) 19:51, 9 April 2024 (UTC)Reply[reply]
The page to do so on would be Sprite decompression (Generation I). In section "Steps", between steps 3 and 4:
Immediately after decompression, the sprite is post-processed into an appropriate format, and loaded into the VRAM. This is not technically part of the decompression routine, but is so closely related that in practice it is an important part of the process...
Some later sections that are supposed to explain the procedure in more detail is still empty though, so any help is welcome. WindyAndHikari (talk) 07:03, 10 April 2024 (UTC)Reply[reply]