namcos23: Roms reorganization [O. Galibert]

Texture tiles are in to ll/lm/um/uu order.  By extension, sprites are
probably the same.

Texture tilemap low rom is 16bits le (or be if you _swap them but they
don't seem CPU reachable anyway), with bits 0-15 of the tile numbers.

Texture tilemap high rom is 4bits/tile with bits 16-17 and two
attribute bits (probably x/y swap, rarely used, needs to be checked).

Point roms ae 32be, text in the header of the ss23 games proves the
"be" part, and addresses inside refer to 32-bits blocks.  They're
CPU-reachable.

Duplicate roms are put in a "dups" region.
This commit is contained in:
Olivier Galibert 2010-03-24 11:59:47 +00:00
parent 1afbd40efb
commit 60b6853708

File diff suppressed because it is too large Load Diff