I want to translate a game called Super Chinese 3 into Chinese.
It was originally using Mapper 1. I planned to use the ExRam ex1 feature of MMC5 because the game is originally ChrRom and it is difficult to convert to MMC3. The higher two bits of the ExRam byte determine the attribute of this tile to change its color palette, but it is difficult for me to obtain the attribute that should be used for this tile in the original game.
There is a formula in the wiki that calculates attribute addresses based on the value of v, but if I were to assemble it, it would be very complex and take up a lot of time during vblank.
Is there any way to disable the impact of these two high-order bytes on tiles and use the original named table attribute function? Or is there any way to quickly obtain the attribute value of a named table address.
It was originally using Mapper 1. I planned to use the ExRam ex1 feature of MMC5 because the game is originally ChrRom and it is difficult to convert to MMC3. The higher two bits of the ExRam byte determine the attribute of this tile to change its color palette, but it is difficult for me to obtain the attribute that should be used for this tile in the original game.
There is a formula in the wiki that calculates attribute addresses based on the value of v, but if I were to assemble it, it would be very complex and take up a lot of time during vblank.
Is there any way to disable the impact of these two high-order bytes on tiles and use the original named table attribute function? Or is there any way to quickly obtain the attribute value of a named table address.
Statistics: Posted by zerooneos — Thu Dec 26, 2024 2:36 am — Replies 0 — Views 130