Finally, it is possible that the early water graphics were considered inconsistent with that of the ice stages, so the developers may have decided to use consistent graphics for the water across all levels. ![]() The second possibility is that these tiles do not look good with the shading layer that occurs in the lava in Lava Lagoon, since the layer is too low compared to the waves. The first possibility is that all animated tiles appear in ROM bank 1F, but there is no room in this bank for any more animated tiles (partially due to other data in this bank as well), making it impossible to create additional animated tiles without getting rid of existing ones. There are a few possibilities as to why these tiles are never used. (The animated water tiles are uncompressed, and are located at 7C30D- 7C38C in the ROM.) Going to offset 7CF21 and changing the value from 01 to 00 will prevent the original water tiles from being overwritten in the ship hold stages therefore, this restores the unused tiles, as seen on the right. These tiles are initially loaded into VRAM at 8DE0- 8DFF when first entering these levels, but they are instantly replaced by the animated water tiles, which the ice stages (Arctic Abyss and Clapper's Cavern) also use. ![]() The ship hold stages (Lockjaw's Locker, Lava Lagoon, and Glimmer's Galleon) were originally going to use different tiles from what the final game uses. What Lockjaw's Locker would have looked like with the original water tiles.
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