02-11-2016, 02:09 AM
(This post was last modified: 02-11-2016, 02:10 AM by Raccoon Sam.)
No problem. It should be noted that that's only one chunk of graphics. I did some testing and apparently new graphics begin usually where the old one ends. After decompressing the graphics from 0x8000 you get a console message:
Compressed size: 2133 bytes.
You must then count {your original offset} + {2133 in hex} to get the next offset. 2133 in hex is 0x855, so because 0x8000 + 0x855 is 0x8855, the next batch of compressed graphics is at 0x8855. I would figure there should be a way to automate this but I'm not smart enough for that.
Game Boy banks are also always 0x4000 bytes, so if you ever feel lost, try starting anew from a new bank. Using YY-CHR or Tile Molester helps a lot too, because usually you can 'see' the compressed graphics and take an educated guess.
Compressed size: 2133 bytes.
You must then count {your original offset} + {2133 in hex} to get the next offset. 2133 in hex is 0x855, so because 0x8000 + 0x855 is 0x8855, the next batch of compressed graphics is at 0x8855. I would figure there should be a way to automate this but I'm not smart enough for that.
Game Boy banks are also always 0x4000 bytes, so if you ever feel lost, try starting anew from a new bank. Using YY-CHR or Tile Molester helps a lot too, because usually you can 'see' the compressed graphics and take an educated guess.