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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Objects and More.
  
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gnkkwinrrul
Posts: 471/647


Is it really worth arguing over? I don't really see the point of it anyway...
HyperLamer
Posts: 3843/8210
I was just pointing out that you can enable it without the game crashing. Whether you could really do anything with it is another story.
d4s
Posts: 138/325
Originally posted by HyperHacker
Which would also break layer 3 water and/or backgrounds. And no, SuperFX wouldn't magically fix that, but someone asked about it. It's not like a cartridge, you just have to tell the emulator "hey, I need a SuperFX here!" and it's there. (Be nice if I could figure out how to do something cool with it, since SMW doesn't seem to have any problems with it being there. )


dude!
dont you remember our conversation about the super fx some months ago?
i know smw doesnt have any problems with the super fx being there.
no standard lorom game has.
the point is:
theres a slight discrepancy between not having any problems with it being there and working together with the smw-engine to do any special effects.

i already know the sfx wouldnt fix the flower, that was a rhetorical question in case you didnt notice, but thanks for answering anyway.

i mean, dont get me wrong, im not trying to offend you or anyone else. if you feel like exploring the chip then go for it.

im just getting tired of people making bold statements without any in-depth knowledge.

[/rant]

but lets not argue too much about it.
do your stuff and when youve got your first super fx-rotated sprite in smw, i'll applaud you.
im sure its possible, i just dont think its worth the effort.
Sukasa
Posts: 238/1981
That would probably be because SMW doesn't touch any of those registers used by the SFX chip. Be neat to see what you could do with that chip. Good Luck if you try!
HyperLamer
Posts: 3834/8210
Which would also break layer 3 water and/or backgrounds. And no, SuperFX wouldn't magically fix that, but someone asked about it. It's not like a cartridge, you just have to tell the emulator "hey, I need a SuperFX here!" and it's there. (Be nice if I could figure out how to do something cool with it, since SMW doesn't seem to have any problems with it being there. )
d4s
Posts: 136/325
and the super fx would magically not flip the flower in the item box or what?

the itembox is indeed an issue, though.
you can change the sprite tile number thats used for the itembox in the table at
SNESLO $00:8DDD (the flower is the third entry, SNESLO $00:8DDF).

ow, there arent any additional sprite tiles left in vram. ~_=
thatd mean youd either have to sacrifice another tile or move the sprite tiles somewhere else.

thatd indeed be an interesting challenge:
if in a level, move the sprite tile area way up into the layer 3 tilemap space and
use hdma to switch off layer 3 midscreen below the status bar (using register $212c).
but youd have to take the title screen and overworld into account.
could be some serious work.

i might look into that later.
HyperLamer
Posts: 3781/8210
Realtime or not, it doesn't support sprite rotation. You can rotate stuff in mode 7 (I think just BG layers) but levels don't use that. Writing new tiles into VRAM could very well do it, but it would also flip the flower in your item box.

Also, it's very easy to enable the SFX chip, but I don't know of anyone that knows how to use it.
d4s
Posts: 135/325
Originally posted by Darkflight
JJ is right. Mode 7 was used for almot all the boss battles. the SFX chip isn't in SMW, Only SMW 2. because of the way SMW uses normal levels,, I'm afraid that #1 is impossible.


why?
you dont have to rotate it in realtime.
i assume the flower tiles are always at the same location in vram, arent they?
(edit: yes, they are)
hook a small dma transfer into the nmi that sequentially writes the pre-rendered flower tiles to that location.
that transfer shouldnt be longer than 128 bytes(4 tiles * 32) so there shouldnt be any problems with the nmi routine exceeding vblank.
that wouldnt be hard to do, even for a newbie.
and while youre at it:
only upload the tiles every second or fourth frame.

[edit]
i forgot youve got to disable the tile flipping of the flower.
heres how you do it:

change SNESLO $01/C6C6 from #$40 to #$00 in your smw rom.

(i only tested this with super mario allstars cause + smw cause i _still_ dont have the original smw rom, stupid me. its adress SNESLO $31/C6C6 in sma. should work though)

this will stop the flower from "going from one side to the other".
the rest is up to you.
i can help if you run into problems, but i dont know if this whole flowerspinning stuff is a good idea.
but that leads me to another idea:
wouldnt it be cool to animate all objects that dont have animations like the shroom, the flower or the star? i mean, tile animation, not stupid palette or tile mirroring stuff.
that'd rock for sure!

Sukasa
Posts: 210/1981
JJ is right. Mode 7 was used for almot all the boss battles. the SFX chip isn't in SMW, Only SMW 2. because of the way SMW uses normal levels,, I'm afraid that #1 is impossible.
Juggling Joker
Posts: 623/1033
Well yeah, but that's Mode 7. Which I did mention, you'll notice.
blackhole89
Posts: 587/971
There -is- a possibility, and SMW "supports" it, too (just look at Iggy's platform). But I don't think anyone among us knows how to program the SuperFX chip. We just aren't that far ... yet
Juggling Joker
Posts: 622/1033
Last time I checked, the SNES doesn't support rotating anything by 90 degrees (unless of course you're using Mode 7). I could be mistaken, but I know for a fact that SMW doesn't, at least.
gnkkwinrrul
Posts: 465/647
You probably could make the fire flower do that...but it may look wierd
Shyguy
Posts: 297/1998
Originally posted by Kario
If you have ever hacked the GFX for the fire flower, you would know it goes back forth, basically flipping horizontally.
He wants it to flip 90 degrees to make a complete flip.
Kario
Posts: 1487/2082
If you have ever hacked the GFX for the fire flower, you would know it goes back forth, basically flipping horizontally.
HyperLamer
Posts: 3772/8210
1) Er, what?
2) Probably with some ASM tweaking.
3) Don't see why not.
4) Easy enough if anyone knew how to make new sprites.
Shyguy
Posts: 292/1998
I don't believe some of these are possible, but it just might, using the asm thing. (I HAFTA learn it someday....) But my friend Mat wanted various changes to happen in my Super Mario World.....
1. When the Fire flower pops up, instead of going side to side it would make a complete circle.
2. Instead of the feather changing direction at the tip of it's float, he wanted the feathr to go side to side faster, meaning as if it's spinning.
3. Have a thwomp be able to kill other enemies.
4. Make a new mushroom that takes 30 seconds off the timer

Are these possible to do?
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