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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 - Super Mario Noir (My first hack! ish. Screens)
  
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Glyph Phoenix
Posts: 263/745
Having a film on layer three for the entire game would be really annoying. Do what I did in this hack and only do it for the title screen.
Sukasa
Posts: 646/1981
yes, but first you would have to repair a bunch pointer tables. Nintendo only filled some of the table with non-garbage data because that was all they'd need. otherwise, you could try to re-engineer the layer three GFX so that the garbge tiles become good ones, I suppose.
MyLiverHurtz
Posts: 40/60
Thanks! Was tricky to find, must have missed it like a gallizion times.

Now, I've been playing around with layer 3... this looks like it's going to be hard. I assume I have to set the FG/BG index to something that uses layer 3 and can be put on top of anything else?
Sukasa
Posts: 641/1981
look directly below the animateed tile section in the FG slots. the concrete block has been split up from % % to % % ^ ^
^ ^
Graviteh
Posts: 261/500
That is cool. It's the best idea i've seen to date. I can't find anything wrong with the screens, except maybe this one:



That pipe looks out of place.
MyLiverHurtz
Posts: 39/60
I've been planning on delving into assembly... but I've been rather scared. Thus, I'll try and learn the assembly while working on the hack... I'll try and implement a film grain, if possible, later rather than sooner.

Edit: Just looked at the site... BoF2 looks absolutely amazing!

Edit #2: Can anybody please tell me where the stupid GFX for the gray cement block is? I can't find it anywhere...
d4s
Posts: 216/325
Originally posted by MyLiverHurtz

d4s: I've tried some searching around, but I can't find any real helpful advice or information on Layer 3. Can someone direct me to somewhere with some information so I can comprehend exactly what I would have to do? In the meantime I'll keep on searching. I just don't want to overlook some painfully obvious page that would save me hours upon hours.



there isnt any info on that kind of stuff here.
you need to know 65816 assembler (thats a programming language) to do all the things i talked about. imho, few people here would be able to implement the stuff i talked about, namely bmf, darth mole and fusoya.

i think something like that would be very hard for somebody whos new to assembly.
i would do it, but i dont want to promise anything, cause im only doing smw hacking stuff out of boredom and that doesnt happen too often.
i usually like to waste my time on my current main project, wich happens to be breath of fire 2 ( http://bof2.blogspot.com )
besides, i promised ice man to help him out with his hack, first.
Sukasa
Posts: 627/1981
Looks good. Keep it up. I like the styling of the hack, it should be great when it's finished.
MyLiverHurtz
Posts: 38/60
DisruptiveIdiot: Thanks! And I completely forgot about that!

d4s: I've tried some searching around, but I can't find any real helpful advice or information on Layer 3. Can someone direct me to somewhere with some information so I can comprehend exactly what I would have to do? In the meantime I'll keep on searching. I just don't want to overlook some painfully obvious page that would save me hours upon hours.

Hmm... yes, everything must have hats! Well, not everything. But I'll keep the bush in mind!
DisruptiveIdiot
Posts: 94/147
Could you give mario a more somber expression? He's too happy to be the star of a noir. Otherwise, AWESOME! You're really creative, no one has tried this before.
turtleman
Posts: 99/119
lol,everyone wore hats in the 30's XD

Kinda looks like one of those artsy type films
d4s
Posts: 215/325
Originally posted by BMF3PO
Originally posted by d4s
how about adding something like film grain and flicker effects via layer 3?
thatd rock for sure.
Hah! That would be awesome.

But, um...how would one animate tiles on layer 3? I know there's a "single 2bpp 8x8" option in LM's animation editor, but how in the world do you use that if the 2bpp tiles aren't in the 0-3FF range?


i dont use lunar magic, but i think i'd get rid of all layer3 tiles, make the layer 3 tilemap 32x64 in size and have it scroll vertically very fast while constantly flashing the screen using the screen brigthness reg, like a filmroll.
that way, you dont have to actually animate anything and if you scroll fast, it wont look too repetitive.
a color substract gradient on the bottom and top screen edges might help, too.
one could do that with one hook into the nmi handler.

i said that several times already, but based on my experience, smw hacks can exceed mario worlds vblank time if they use too many animated graphics in one level.
this almost always leads to crashes on the real thing.
for my bof2 vwf, i hijacked the games cg-ram dma handler thats executed every frame and
split my transfers on the fly if they exceed $220 bytes.
this means that a transfer can take several frames to complete and that there wont be any color changes during that period, but its super-safe and will never cause any problems on a snes.
however, thats just a vwf, the games flow is halted anyway during dialogue textboxes.
it might not work out so well with a fast-paced game that needs massive tile uploads every other frame.


oh, and have a grainy filmroll on layer 3, like so, minus the actual photographs on the roll:


sounds like a major project but i dont think that would be too hard.
actually, ive done similar stuff in the breath of fire 2 intro already.
it just looks very different (animated translucent flames and such).

youd have to kill the layer 3 stats and reimplement the basic stats with sprites, that could be tough for a beginner.
sprites arent all that evil at all, although everybody seems to believe that.
mario worlds sprite organization is rather static and iirc, there are some entries left in oam-ram that arent used by the game at all, but i could be wrong.
just had a look at them when someone here wanted to change the hardcoded palettes of certain sprites.



Alastor the Stylish
Posts: 6498/7620
The way everything has a hat pwns. Somewhere you need to have a bush with a hat, too.
FuSoYa
Posts: 194/255
Not sure if it helps, but there is an undocumented feature in LM where using tiles A00-C00 for the destination will let you target layer 3's graphics. You can even use the other non-2bpp options with it, although you'd end up with twice as many tiles being transferred as 2bpp takes up half as much space as 4bpp.

However, the feature was never tested... and after playing with it a bit, it appears there's a small bug where if you re-open the dialog after using a tile in that range, LM doesn't display the correct tile number you used for the destination, so you'd have to change it back if you want to make further changes to it.

Just remember that layer 3's graphics are never reloaded. Any changes you make will not be reversed when you enter a different level.

And for those that want to see which tiles are available in layer 3, you can simply open up the overworld editor, load the title screen, and open the OV editor's 8x8 tile selector.
BMF98567
Posts: 877/1261
Originally posted by d4s
how about adding something like film grain and flicker effects via layer 3?
thatd rock for sure.
Hah! That would be awesome.

But, um...how would one animate tiles on layer 3? I know there's a "single 2bpp 8x8" option in LM's animation editor, but how in the world do you use that if the 2bpp tiles aren't in the 0-3FF range?
MyLiverHurtz
Posts: 37/60
Thanks for all of the great feedback! Actually, I accomplished 90% of the changed pallet by decreasing the saturation to zero. I have played around with a lot of colours, though, and I accidently screwed up the title screen more than I intended to.

The Kins: Oh yes, I hate the limit I would do anything for more text boxes per level, and my ultimate dream would be to extent the length of the text.

d4s: I really don't know a lot about hacking yet, but that can really be accomplished? If so, I'm going to look into it immediatly.
AlexAR
Posts: 1/25
Wow, this is weird, I had started on a mysterious black and white type mario hack a while ago, but I scraped the hack. This can be great, keep it up.
lags_80
Posts: 22/102
Looks so good, but really is in black & white??? It's a excelent idea that Luigi will get a new hack
d4s
Posts: 214/325
looks promising!
how about adding something like film grain and flicker effects via layer 3?
thatd rock for sure.
tuna
Posts: 328/2
As another note, next time use the emulator's "Save Screenshot" option, or save at 1x size. Downloading files 3x larger than my screen sucks.

And yes, the palette could be worked on a great deal.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Super Mario Noir (My first hack! ish. Screens)


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