Thank you for this excellent software. I am trying to use it to reverse engineer my own game from 1985, that I lost the source code for. However, I have one major issue with it when trying to import from a snapshot.
My understanding of how multi-colour character mode works is that the MSB of the colour RAM nibble enables multi colour mode. This would mean that in the map the same character could be displayed both in single colour mode and in multi-colour mode depending on the colour RAM. I stored my levels as full copies of the screen ram and colour ram.,
But when importing from snapshot, the character attributes (L1) look to be a single definition for if a character is single colour or multi colour. This makes sense from a character map and tile map perspective, but given I store the screen and colour maps in binary form, there will be no place in my code where this attribute map exists on a character by character basis.
I don't mind editing these attributes myself, but I can see no way to do that within the Character Set Editor or Character Editor. Also, it isn't in my program to import. Why is it 256 bytes in length, instead of the full size of the colour ram ($03e8)? I have no idea how I can get the colour data into the character map. Sorry if I have just got completely confused about how this works.
steddy
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A member registered Feb 07, 2016