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>> No.2409230 [View]
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2409230

>>2409204
Wouldn't be that hard to backwards engineer it. Look to see what memory address gets copied to OAM every V-blank. Then look to see where in the table are Samus' entries. Then set a breakpoint for the code that writes to those entries. Once you have the location of the write, you should be able to extract the ASM of the sprite writing routine. Then reverse engineer it.

If I remember right, SM stores its sprites as a list of subsprites, which in turn are stored as lists of OBJs whose attributes are modified (like X and Y position) when the sprite is drawn.

The final key of the puzzle is then to write a program that graphically displays what a sprite structre. Keep in mind that the reason that >>2245078 doesn't have GFX is because the tileset isn't a part of the sprite definition (unless the OBJ name is also dynamic, which is likely, but that would be passed to the draw routine as an offset.

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