- May 12, 2007
Making the tile data isn't hard. I've done it for a few other parts already. So that shouldn't be an issue.Thanks, I've already identified, disassembled and reversed the decompression function. My function does work correctly until some position into the second tile, then it breaks and produces garbage. I've already a suspicion why this happens and I think the function will be done today. Then comes the hard part, writing the compression function.
I don't want to jump too far a head, but at some point we need the tile data from the English ps1 version. Do you already have the translated tiles?
I'm not sure how well that would work here though. The data is in an 11MB file that has graphics for a lot of other stuff, some compressed, some uncompressed. I haven't really figured out how this file is parsed and read to know what kind of impact that kind of change would have on everything else. The uncompressed graphics I'm looking at for this part look to be about 3x as big as the compressed data.Sometimes, if there is free space and the amount of data is small, you can place there the already unpacked data by the game itself. Thereafter you need to prohibit access to the unpacking procedure. Unpacked data will be directly read from disk to the desired address in RAM, and then written to video memory.
In this case, you do not need to spend time analyzing the algorithm for packing data and writing a decompressor / compressor.
PS: I have used this method in many games, including Linkle Liver Story.