Mario no Picross [スーパーピクロス] Super Game Boy Border PCT CHR_TRN hacking

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Published on ● Video Link: https://www.youtube.com/watch?v=uHdm3CFCmBI



Super Mario 64
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Duration: 5:41
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Another in-depth look at the Super Game Boy border structuring. This time we can see the Japanese Clear Game Boy border since I was unable to show it last time since the code decided to flip me the finger last time I was recording the Japanese version.

Wonder what Bros. means. Hmm...

Title Screen border modifier
CHR_TRN 1 - ??F-B4B-F7A
CHR_TRN 2 - ??F-BCB-F7A
PCT_TRN 1 - ??F-C4B-F7A

05 - Green Border
0C - Clear Border

Just felt like making a video showing everyone that Mario's Picross DOES NOT use OBJ_TRN to display the Title Logo at the Title Screen. I'm assuming this Urban Legend of sorts started back in the day when people knew very little about the Super Game Boy and everyone assumed this was a special enhancement (though obvious? since you can still change the border and see how the image disappears along with the border...

Looking at the Super Game Boy packets you can clearly see that the image is in fact part of the border and not a SNES Object. In actuality, the border takes full priority over the Game Boy action screen window and can overlay gameplay quite easily; developpers can choose to display image data over the screen without having to use additional Super Nintendo hardware. Objects can be 8x8 or 16x16 with predifined or custom colours and can have upto 24 entrees creating an image having a total of 256 onscreen onscreen displayable at one time,imagine if any Game Boy game took advantage of this feature (or any other marginally impressive Super Game Boy features using the Super Nintendo hardware capabilities.)

1 08 SOUND 41.00.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (not used; technically)
1 11 MLT_REQ 89.01.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (SGB detection)
1 11 MLT_REQ 89.00.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (SGB detection)
1 17 MASK_EN B9.01.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (Mask Screen)
1 0F DATA_SND 79.5D.08.00 0B.8C.D0.F4 60.00.00.00 00.00.00.00 (unused?)
1 0F DATA_SND 79.52.08.00 0B.A9.E7.9F 01.C0.7E.E8 E8.E8.E8.E0 (Default INIT)
1 0F DATA_SND 79.47.08.00 0B.C4.D0.16 A5.CB.C9.05 D0.10.A2.28 (Default INIT)
1 0F DATA_SND 79.3C.08.00 0B.F0.12.A5 C9.C9.C8.D0 1C.A5.CA.C9 (Default INIT)
1 0F DATA_SND 79.31.08.00 0B.0C.A5.CA C9.7E.D0.06 A5.CB.C9.7E (Default INIT)
1 0F DATA_SND 79.26.08.00 0B.39.CD.48 0C.D0.34.A5 C9.C9.80.D0 (Default INIT)
1 0F DATA_SND 79.1B.08.00 0B.EA.EA.EA EA.EA.A9.01 CD.4F.0C.D0 (Default INIT)
1 0F DATA_SND 79.10.08.00 0B.4C.20.08 EA.EA.EA.EA EA.60.EA.EA (Default INIT)
1 0B PAL_TRN 59.00.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (Transfers Palette)
1 15 ATTR_TRN A9.00.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (Unused?)
1 13 CHR_TRN 99.00.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (Transfers character)
1 13 CHR_TRN 99.01.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (Transfers character)
1 14 PCT_TRN A1.00.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (Transfers picture)
1 17 MASK_EN B9.00.00.00 00.00.00.00 00.00.00.00 00.00.00.00 (Mask Screen)
1 0A PAL_SET 51.00.00.01 00.02.00.03 00.00.00.00 00.00.00.00 (Set Palette)
1 0A PAL_SET 51.B4.00.B5 00.B6.00.B7 00.90.00.00 00.00.00.00 (Set Palette)
1 0A PAL_SET 51.B8.00.B9 00.BA.00.BB 00.90.00.00 00.00.00.00 (Set Palette)
1 0A PAL_SET 51.BC.00.BD 00.BE.00.BF 00.90.00.00 00.00.00.00 (Set Palette)
1 0A PAL_SET 51.C0.00.C1 00.C2.00.C3 00.90.00.00 00.00.00.00 (Set Palette)

OBJ_TRN is not present and it is actually the border taking priority over the system palette.




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Tags:
Mario
Pircoss
Japan
SGB
Border
hacking
Mario no Picross [スーパーピクロス]
ROM Hacking
Super Game Boy
Game Boy
Nintendo
Wii
Wiiu
Wii U
3ds
urban legends
gaming mysteries
graphics
showcasing