MOTHER 3:Credits sprite placement data

From Data Crystal
Revision as of 21:04, 10 August 2013 by JeffMan (talk | contribs) (Created page with "{{Infobox table|name=Credits sprite placement data |game=MOTHER 3 |loc=ROM |start=0xC76A8 |end=0xC7D79 |numentries=24 by (variable) (0x18) |entrylength=Variable by 12 (0xC) |t...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Credits sprite placement data
Start Address 0xC76A8
End Address 0xC7D79
# of Entries 24 by (variable) (0x18)
Entry Length Variable by 12 (0xC)
Total Length 1754 bytes (0x6DA)
Back to the ROM map


The credits sprite placement data controls which sprites are displayed, and where, during the staff credits sequence.


This is a two-dimensional variable-width table. There are 24 top-level entries; each top-level entry has a variable number of 12-byte sprite entries. The sprite entries are to be read sequentially until an entry with a sprite number of -1 is read.

Field listing

Table view

       00   01   02   03   04   05   06   07   08   09   0A   0B   0C   0D   0E   0F
00  | [   A   ] [   B   ] [   C   ] [   D   ] [   E   ] [   F   ]

Sprite number

The sprite number is an index into the sprite bank.


Rather than choose a sprite index directly, the game chooses a particular frame number of a sprite animation.