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finding character portraits on tile viewer #145

@demondzeta

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@demondzeta

Hi, sorry to bother you. Like I told you before I'm studying your work so I can learn to hack a KOF game. When I followed your tutorial here https://mattgreer.dev/blog/neo-geo-rom-hacking-guide-part-2/ explains a way to track a tile in the tile viewer with the spriteBoundingBoxes.lua script, I then tried to do the same with a KOF game and used the script version you had for that tutorial to track a tile, kof games have 8 C files an d I got this number from the script 78e39
so we have 4 sets in all
and each one contains 131072 tiles
given that 78e39 is an hex number if we pass it to dec = 495161
the first set then c1 and c2 have tiles from 0 to 131072
c3 and c4 have from 131073 tiles to 262144
c5 and c6 from 262145 to 393216
c7 and v8 from 393217 to 524288 and tile number 495161 would be contained here, in the tile viewer though if we load this pair of c files we are not going to find the number 495161 as it will count from 393216 as if it is 0
then to find tile number 495161 we have to make this sustraction 495161 - 393216, I went to this direction and i found, nothing, there was nothing there that looked like the portrait I was looking for, I tried to find then one that you had worked with and i found this file : findings/characterPortraits.md, where you had terry's portrait tile id : 1f716 = 128790 which can be found inside the first C file set:
image
i went through the same process and found again, nothing :
image
Am I doing something wrong?, are the KOF portraits located inside other files? do I have to do something different or is there a different procedure to find tilees on KOF games, I know this isn't directly an issue with your code but I'll really appreciate if you could help me with this or provide me with a lead on how to solve this, also if there's any way to contact you that you rather prefer instead of this for someone as myself who's following your book and tuts, please let me know

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