Hello again,
Go some questions about how to work with palletes?
1.What is all the fuzzy mixed sprite data when you open a .nes file in a graphics editor.
2. How do i sort out all the mixed up sprites in Tile Molester?
I can only answer your first question, because I never got Tile Molester to work. The fuzzy stuff is actually the PRG data and all non-graphical stuff that makes up the ROM. If you open a ROM with CHR-ROM in YY-CHR, it will go right to the graphics section, because YY-CHR knows where the graphics are. But if you are editing graphics for a game the uses CHR-RAM, the graphics will be somewhere in PRG, and YY-CHR doesn't know where, so you'll have to find them yourself. The fuzzy stuff has nothing to do with the graphics. I'm sure if you edit one of those tiles with PRG data on it, you'll completely wreck the ROM.
To sort tiles to be usable to you, I reccomand opening a new file, and put all tiles there in the order you want. Once you finished modified them, do the opposite to put them back in the ROM.
What whould be the difference between using CHR-ROM and CHR-RAM?
Do they both hold graphical data?
Yeah, they both hold graphics. With CHR-ROM the graphics are all pre-defined, with CHR-RAM you'd make some code for the CPU to write the graphics to RAM and update as needed (instead of switching CHR-ROM banks).
Advantages of CHR ROM are that switching is faster and that it works with more special-purpose mappers. Advantages of CHR RAM are that switching can be done in smaller units and that data can be compressed.
Another quick question.
Are mappers used to access the CHR-RAM. Kind of like switching to different levels (e.g. when you play Zelda and walking through the map and then go into a house or sumptin where you talk to someone). RIght?
Most games with CHR RAM set the CHR side of the mapper to an identity mapping (or they don't wire the PPU bus through the mapper at all) and then copy new tiles over the old tiles.