![]() ![]() The mount would be replaced by sailor Mercury and Sailor Mars. Sailor moon would be the playable character Sailormoon arcade gameplay is pretty similar to Golden axe, so hacking the game would be a good way to port the game to home console. I have started to make a port of Sailormoon arcade as an hack of Golden axe using SMS editor tool. It was my first go at anything ROM related. I may have to revisit that at some point. At the time I didn't really know why, I chalked it up to a decompression issue. I recall when I was making a ROM data reading application for Phantasy Star VI, the tilemap data was smaller than I anticipated. You might have a look at my (incomplete) editor here to see how this feeds into level editing: Īhhh, I see, that's very interesting. Many games have 16x16 meta tiles, Micro Machines has 96x96, Psycho Fox has 16x128(?), whatever suits the game engine. A meta tile will also link to (meta)data about solidity (which parts are ground or air, and also how slopes work) and special effects (ring tiles let you collect rings and then change themselves into tiles with fewer rings springs make you bounce, water makes you slow down, etc). Each square is a “meta tile” - it is made of different VDP tiles, and these tiles can be shared across many meta tiles. Sonic level data is stored as one byte per 32x32 pixel square, decompressed into 4KB of RAM.
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