Page Title: Graphics - ZeldaHacking Wiki

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Page Text: A graphic to show when opening the map in each dungeon. spr_common_items Graphics for the most common item drops (rupees, hearts, fairies, seeds, etc). spr_common_sprites Graphics for many common sprites (explosions, somaria block, etc). Always loaded in address 1:8000 during normal gameplay. gfx_dungeon_map_tiles Graphics for the dungeon map, as well as the cursor (which is also used on the overworld map). gfx_hud Status bar tiles (plus arrow tiles used for textboxes). Usually loaded at 0:9000. gfx_inventory_hud Tiles used in the inventory and the ring list screen. spr_item_icons_1_spr This is analagous to "spr_item_icons_1" in the "gfx" folder, except it's formatted slightly differently to be usable as sprites. Item icons are sprites when on the A or B buttons; otherwise, they're on the background layer. (gfx_item_icons_2 and 3 don't have sprite versions; apparently, they can be used on both the background and sprite layers already.) gfx_map_icons Icons that appear when you hover over certain areas of the map; and other miscellaneous things (arrows and sparkles for the time portal) gfx_map_tiles_common Tiles used for both the past and present overworld maps. gfx_map_tiles_[present,past]_* Tiles used specifically for the present or past overworld maps. map_inventory_[1-3] Tilemaps for each of the three subscreens of the inventory. Object Animations All of the graphics that can be displayed for an object are handled by animations, even when the "animation" consists of a static image. The animation data is mostly stored in two files: data//*Animations.s and data//*OamData.s, where the * can be replaced with interaction, enemy, or specialObject. For special objects, like Link, there is an additional third file called data//specialObjectAnimationPointers.s. These files exist in both games. Animations.s Contents The bulk of this file is made up of pointer tables. The first is the Object Animation Table, which maps each object to a list of animations based on that object's ID (interaction ID, enemy ID, or specialObject ID). The second is the Object OAM Table, which maps each object to a list of OAM Blocks. It's also indexed by the object's ID. Next come the Animation Lists, which are pointed to by the Object Animation Table. These lists point to the actual animation data, which is made up of one or more states. Each state has the following format: Animation Data Format

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