0x6079D - 'Super Metroid' Title Screen Tile/block array works the same way for every sprite; first 2 bytes for the amount of tiles/blocks to use for the sprite, and then 5 bytes per tile/block. Below is the array of the 'Super Metroid' Title screen. =============================27 00= - Block amount======+ 58 00 18 9C 34 | 48 00 F8 1E 34 | 38 C2 F0 0C 34 etc... | | | | | | | | | | | +--- Priority A* | | | | +------ The tile or block to be used | | | +--------- Y Offset | | +------------ Priority B* | +--------------- X Offset | ========================================================+ * Priority A: First nibble: Bit 0 = Layering related (If set, above BG0) Bit 1 = Layering related Bit 2 = Flip Horizontally Bit 3 = Flip vertically Second nibble: Bit 0 = If set, load graphics from the next page * Priority B: First nibble: Bit 3 = If set, print block. If not, print tile. Second nibble: X Offset high byte