Fx graphics: There does not seem to be any REAL documentation out there on the fx chip, so how in the world ZSNES and Snes9x ever managed to include support for it (or at least somewhat), I would love to know. If anybody has some real info, please send it to me. This is simply a little I've found out on my own while browsing through the ROM on how the graphics are stored. Unlike the graphics formats used by the SNES, the ones used by the Fx chip are completely linear; there are no tiles or bitplanes to mess with. Everything is stored in a large 256 bytes wide bitmap. Each adjacent pixel column of the same graphic image is a byte apart, but there are actually two pixels per byte. This is because there are two separate images interleaved in the same space, one using the lower four bits and the other using the upper four bits. So even though each of the two image planes is 256 pixels wide, there are actually 512 pixels per row. It can look confusing with the two images overlayed together, so one or the other simply needs to be ANDed off. Luckily, for speed's sake, the graphics are all left uncompressed and can be directly accessed from the ROM. A few locations to look for familiar fx images: 1114112 Character graphics 1835008 All the level icons 590336 Planets, starfields, lasershots... FDwR@hotmail.com, Feb 24,1999 members.tripod.com/FDwR/snes.htm