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Custom tilesets: Difference between revisions

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>Torchickens
(Created page with "{{incomplete|More detailed explanation wanted and mention of potentially related Super Glitch Cities caused by Pikachu off-screen glitch and certain glitch maps. A more effici...")
 
>Torchickens
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The tileset graphics pointer points in little endian to a table mapping the graphics for each sub-tile in order (00, 01 (...) etc.) Each entry is 16 bytes, pixels. The desired graphic and is 8x8 pixels and is encoded as if it appeared in ordinary format in VRAM. The player can either make their own graphics or copy them from another Game Boy game.<!--noob question, can you use rgbds to make them?-->
 
===Indexed glitch tilesets===
Alternatively, instead of modifying the tileset pointers directly, the player can force an indexed glitch tileset. An example of a arbitrary glitch tileset is 0x18 (Red/Blue) or (0x19), which has a graphics pointer at 0xC8A7 (within or near wOverworldMap) in RAM.
 
However, this method is restricted (as there seem to be a small number of possible tilesets before the pointer wraps around) and there are not many glitch tilesets with graphics pointers in RAM.
 
The following Game Genie codes will modify a tileset's index number.
 
Red/Blue:
 
670-BFE-2AF
 
XX0-BDE-195
 
Yellow:
 
66d-e8f-2ab
 
XXd-e6f-195
 
 
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