Alrighty, with some palette recoloring, the Millennial Fair could be celebrated with Super Metroid missiles. Though at the current stage, they could be mistaken for...something else.
I can definitely write a sprite insertion guide, but it will take awhile. I've got all the graphics packs labeled but I'll need to get palette offsets and sprite assembly offsets (and the basic formula for sprite assembly data) down pat first.
Can anyone tell me where sprite assembly pointers and palette pointers start offhand in an unheadered ROM, and what the stride is?Also, it would seem that we're capable of using compressed graphics packs for the main characters. For example, I re-pointed Crono's graphics pack pointer to Dalton's and the game loads everything just fine -- with some sprite assembly and palette readjusting, it might be possible to fit in h*m*n *l*e*n via a compressed graphics pack unless Vehek knows a reason why we can't do so offhand. For one thing though, until I've figured out how to re-point the sprite assembly and palette data, I'm not sure if I'm running around as a jumbled-up Dalton or a jumbled-up
compressed Dalton, meaning the game could be taking the literal compressed data and tossing it out without decompressing it, because it doesn't normally have to decompress data for a player character.
A curiosity though -- when I enter battle with Dalton's jumbled graphics pack assigned to Crono, Crono still looks normal in battle. Are the graphics packs for field exploration and battle separate?
Once I've finished listing the beginning offsets of each graphics pack I'll add what I've got so far as an attachment. Hopefully some creative Excel work can be used to do so quickly and with relatively little pain. HEX2DEC() and DEC2HEX() are lifesavers.