Lala 2 very rough source code
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opening intro 1:
USA:
0x00074e
JPN:
0x00069f

original:
13 30 15 0F
edit:
13 30 12 0f

Lala $15 
Lolo $12
---

opening intro 2:

bottom-right part:
USA:
0x000782
0x000792
0x0007a2

original:
0f 30 05 XX
edit:
0f 30 01 XX

top-left part/half:
USA:
0x000786
0x000796
0x0007a6

original:
0f 15 05 XX
edit:
0f 11 01 XX

"XX" is used for the lightning flash

JPN:
0x0006d4 (8 bytes)
0x0006e4 (8 bytes)
0x0006f4 (8 bytes)

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Title screen:
USA:
0x0005e4
JPN:
0x000536

Lolo $11
Lala $15
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walking to the tower cutscene:
USA:
0x001ef0
JPN:
0x001bbf
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in-game:

usa:
Lolo:
0x001c9b
0x001cab (after boss room)
Lala:
0x001cb7

jpn:
0x00196a
0x00197a (after boss room)
Lala:
0x001986

flash frame in the final boss:
usa:
0x004ab7
jpn:
0x004827

original:
0F 0F 30 21
edit:
0F 0F 30 25
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Title-screen logo:

Unlike lolo1 where the whole thing is fully made of invuntual 8x8 tiles,
lolo 2 unfortenately uses more complex system/compression, so its really hard
to just hex edit, so I just gave up lol.

It starts at 0x00dc10 (USA)
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Lala sprite tiles in the ending room:

in the original game, Lalas bow tie is on the left side so the devs just repeated
lolos right side graphics, but in lolo3's lala sprites its the opposite so I had to
change the data so that right side has unique tiles.

USA:
0x007d42, 20 bytes
JPN:
0x0079b1, 20 bytes

Original:

walking frame 2, right foot forward
88 03, 34 03 
(frame&palette left side / frame&palette right side)

walking frame 1, right foot forward
98 03, 32 03 

standing still
A8 03, 30 03 

walking frame 2, left foot forward
B8 03, 1E 03 

walking frame 1, left foot forward
8A 03, 1C 03


So basically first byte is the frame, then second is palette/attributes(?).
Each "frame" is split in two, sprites are in 8x16!


Seems like Lolo follows same pattern in 0x007ae2 (USA), but thats irrevelant.

original:
88 03 
34 03 

98 03 
32 03 

A8 03 
30 03 

B8 03 
1E 03 

8A 03 
1C 03

edit:

24 03 
88 03 

22 03 
98 03 

20 03 
A8 03 

0E 03 
B8 03 

0C 03
8A 03 
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