


I'm Dividing them into a $0Fx$0F grid for easier viewing: These are also the tiles that I'm going to primarily elaborate on. These are tiles that the game loads to RAM immediately after a level is entered. In 0x79821, two banks after the CRE, are the level elements. These graphics are 'always' in the RAM and look like this. Opening an mc# in Tile Molester and heading to 0x77821 (2bpp linear, reverse-order) will show you two full graphic pages. The most actively developed Virtual Boy emulator, VBJin (Or, for Mac and Linux users, Mednafen) uses. The first problem, the graphics being compressed, is easy to bypass, even without a dedicated decompressor.

So naturally, if we want to rip sprites from the game, overcoming the two problems above is essential. And nobody really wants "compile your own sprite"-sheets. I'd call it the "Yoshi's Island problem", as the tiles look fine and are available easily, but layering them exactly as the game does is far trickier. It isn't perfect though, and the game has another, yet-unknown compression method. Most of them are compressed with a variation of RLE, to which Previous wrote an experimental decompressor already.

There are a variety of valid reasons why this is, though: Virtual Boy Wario Land has a rich set of sprites, and though Virtual Boy emulation has been around for several years now, the amount of rips from the game are few at most. Yeeeaaah dunno if this is allowed but bear with me, aight?
