Identify and dump board HUD tile graphics and pokedex info window tilemap

gBoardHudTilemapA and gBoardHudTilemapB are not tilemaps despite their
names: both blobs are 4bpp tile graphics for the board HUD, loaded to
charblock 1 tiles 320-351 and 352-415 on every board transition and
referenced from the BG0 tilemap buffer with palette bank 12. Extracted
as board_hud_tiles_a/b.png following the stage/main conventions.

gPokedexInfoWindowTiles is a genuine 32x32 u16 tilemap. Its content
rows 0-5 are a 26x6 window referencing tile indices 224-409, which are
sheet rows 7-12, cols 0-25 of the 32 wide gPokedexBgText_Gfx tileset.
Extracted as info_window_tilemap.bin following the pokedex tilemap
conventions (bg1/bg2/bg3_tilemap.bin).

All assets verified byte exact against baserom via gbagfx round trip;
make compare passes.
This commit is contained in:
simisonne
2026-08-11 12:57:33 +00:00
parent 7258683fc6
commit ce68dfdbec
4 changed files with 22 additions and 3 deletions

View File

@@ -352,8 +352,16 @@ gPokedexBgText_Gfx:: @ 0x08082720
.incbin "graphics/pokedex/bg_text.4bpp"
.space 0x20
@ 32x32 u16 tilemap (0x800 bytes) for the pokedex info window that slides
@ in over the dex entry view. Copied to BG1's screenblock 0 tilemap at
@ row 10 (VRAM 0x6000280) by Pokedex_InfoWindowSlideIn (src/pokedex.c).
@ Only the first 7 rows (2*0xE0 bytes) are DMA'd; rows 0-5 hold the
@ window content and the rest is 0x001F filler (tile 31, blank).
@ The window is a 26x6 chunk of tile indices 224..409, i.e. sheet rows
@ 7..12, cols 0..25 of the 32 wide gPokedexBgText_Gfx tileset
@ (graphics/pokedex/bg_text.png), with palette bank 1 (0x1000 attr bit).
gPokedexInfoWindowTiles:: @ 0x08086B40
.incbin "baserom.gba", 0x86B40, 0x800
.incbin "graphics/pokedex/info_window_tilemap.bin"
gPokedexBg2_Tilemap:: @ 0x08087340
.incbin "graphics/pokedex/bg2_tilemap.bin"
@@ -1198,8 +1206,14 @@ gEggModePalette:: @ 0x083A806C
gCaptureModePalette:: @ 0x083A808C
.incbin "graphics/stage/main/capture_mode.gbapal"
@ Despite the _Tilemap name these are NOT tilemaps: they are 4bpp tile
@ GRAPHICS for the board HUD (score frame etc.), 64 tiles here (0x800
@ bytes). loadFieldBoardGraphics (src/all_board_setup.c) DMA's them to
@ charblock 1 tile 352..415 (VRAM 0x06006C00) on every board transition,
@ and they are referenced from the BG0 tilemap buffer with palette bank
@ 12 (e.g. 0xC17E = tile 382 in all_board_process8.c).
gBoardHudTilemapB:: @ 0x083A826C
.incbin "baserom.gba", 0x3A826C, 0x800
.incbin "graphics/stage/main/board_hud_tiles_b.4bpp"
.space 0x20
gShopPalette:: @ 0x083A8A8C
@@ -1208,8 +1222,13 @@ gShopPalette:: @ 0x083A8A8C
gTravelPortraitPalette:: @ 0x083A8AAC
.incbin "graphics/stage/main/travel_portrait.gbapal"
@ Same as gBoardHudTilemapB: 4bpp tile GRAPHICS (not a tilemap), 32 tiles
@ here (0x400 bytes). DMA'd to charblock 1 tile 320..351 (VRAM
@ 0x06006800) by loadFieldBoardGraphics; referenced from the BG0 tilemap
@ buffer with palette bank 12 (e.g. 0xC156 = tile 342 in
@ all_board_pinball_game_main.c).
gBoardHudTilemapA:: @ 0x083A8ACC
.incbin "baserom.gba", 0x3A8ACC, 0x400
.incbin "graphics/stage/main/board_hud_tiles_a.4bpp"
.space 0x20
gPortraitAnimFrameGraphics:: @ 0x083A8EEC

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