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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 - Join the HDMA Revolution!
  
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mikepjr
Posts: 235/242
I could be wrong, but I'm sure you can do that.

I'm not sure about his tool though, it may not do that effect exactly.

I will say that the gba is not all that different then the snes, the way it displays more color is that you can use more pallets then on the snes.

The gba is actually more or less based on the tech behind the snes just has more data that can be stored on the cartridge, that also means more pallets more graphics and so on.

The only other difference is the gba has a better CPU and display functions.

Not many people know this, but the sega genesis had a kind of HDMA support for it as well as did the nes they were not as advanced though.

I'm pretty sure that with some work it can do many different HDMA effects.
ExKeeper
Posts: 476/512
I noticed in Ice man's hack, in the level called "aquatic ambience", it has underwater effects, and when you go into the area that isn't underwater, it still has those effects, and I have heard that the HDMA is set for a level number and that the level number doesn't change in the RAM when the level is being played, you can use smallhacker's level-change blocks to change the level number, and thus, changing the HDMA effect called.
KawaiiImoto-e
Posts: 991/1068
Oh... erm.. gomen? MY Bad.

But how about such a HDMA effect where it looks like the background moves or flows, as used in Mario VS. DK
Glyph Phoenix
Posts: 539/745
XD

Hey, d4s, while you're working on that fog, you might want to use HDMA to play some music.
d4s
Posts: 299/325
Originally posted by KawaiiImoto-e
Nice fog as in some Game Boy Advance games, also as in DKC2.




that fog is just an image on bg 3 and has absolutely nothing to do with hdma,
so the answer would be no.

KawaiiImoto-e
Posts: 990/1068
Nice fog as in some Game Boy Advance games, also as in DKC2.

d4s
Posts: 298/325
Originally posted by Caboose -1
When do you think you might be able to release this? I am just wondering...

Also, will it do HDMA effects for sublevels or just go by the main level number (like will level 35, which goes off of 105 for example, have its own HDMA properties or have to share the effects of 105)?


very soon.
think next week-ish.
it's done and i got rid of all the obvious bugs.


Originally posted by KawaiiImoto-e
Would it also be possible to use HDMA on the titlescreen?


yes

Originally posted by KawaiiImoto-e

And how does HDMA support V-Scroll Levels?



it works in v-scroll and h-scroll levels, it doesnt matter to the hdma effects.

Originally posted by KawaiiImoto-e

Would be a nice fog be possible? Suitable for ghosthouses and graveyards and so on?


that depends on how you'd define a nice fog.

KawaiiImoto-e
Posts: 988/1068
Would it also be possible to use HDMA on the titlescreen?

And how does HDMA support V-Scroll Levels?

Or as allready requested, a Yoshi's Island Dizzy Effect would be really nice.

Would be a nice fog be possible? Suitable for ghosthouses and graveyards and so on?

And for the Scanlinse.. a little flackering, as in the scanlines do not mach the recording devices, as seen on TVs, recorderd and seen on TV or another screen. (a scrolling line trough the screen).
cpubasic13
Posts: 1312/1346
Well, after taking a look at what the updates were at school (I just browse while at school when I can...), I can see some very interesting things being done with this...

The scanlines would be a necessity for like... say a room before a boss that acts like a security camera. The lava effect is my favorite, though. I like how it looks really hot like it is supposed to. Just darken the effect a little and the palette for the level and it will look very neat... I think...

When do you think you might be able to release this? I am just wondering...

Also, will it do HDMA effects for sublevels or just go by the main level number (like will level 35, which goes off of 105 for example, have its own HDMA properties or have to share the effects of 105)?
Glyph Phoenix
Posts: 524/745
I dunno, Sendy. Scanline manipulation's gotta make the processor take a major hit. And with all those custom blocks of yours...
Sendy
Posts: 87/93
That's freaking amazing!

It's things like this that are making me want to get back into SMW hacking again.

I have only one 'complaint' - in the parallax scrolling effect, the 'near' background seems to be scrolling a bit faster than the foreground, though I figure if it's all editable then the values are arbitrary.

Wow... This combined with colour cycling and custom tile animation would make for some VERY atmospheric levels!

And this'll be priceless when I get around to making my proposed 'psychedelic' levelstyle.
BMF98567
Posts: 1114/1261
Alright, that's it. I'm throwing out my clunky HDMA code in favor of d4s' über-sexy system, as long as it's not too hard to implement the custom scrolling effects I'm currently using.
Sukasa
Posts: 1825/1981
A scanline effect might be good if someone makes a cutscene ASM where mario is being viewed through a monitor, or someone will probably find a use for it *coughsuperTVworld?cough* I think the bototm is darkened for decoration, since onthe bottom of the level it would help give an impression of a darkening pit.
HyperLamer
Posts: 6743/8210
W000000000t. But what use is a scanline effect? And why is the bottom darkened in the last pic?

Awesome either way, though.
andrés
Posts: 43/58
d4s, you are doing a revolution in the SMW hacking!
Sukasa
Posts: 1818/1981
*Notices post*
*Has a heart attack from all the awesomeness*
*Dies*
*Comes back to life to slivate over screenies*

Do I need to elaborate on how fucking awesome those are? Oh, and is it possible to overlap the two status bar effects? That would make my day year.
d4s
Posts: 297/325
some updates:

added and fixed various tidbits here and there.
-pause mode now automatically darkens the screen, this is something i always missed from the original smw.

-3d-linescrolling effects no longer require disabled v-scrolling, but align themselves to the bg automatically depending on the scroll position.

-v-scrolling on bg1 and bg2 is fully implemented (was a bit broken before)

here are some more sample screenshots of preset effects taken directly from the included readme/tutorial.


scanlines:


some water stuff:


laval level:


another status bar shading method:


cpubasic13
Posts: 1306/1346
Hmmmm... very interesting. I kind of know a bit of HDMA, but just don't know enough ASM to do it... even with BMF's thing...

This looks very nice, though. I would like to add in HDMA effects in my hack. I just don't know how to add things by level index... which is what is stopping me...

Well, then, can't wait for whatever it is you are releasing to be released. I would like to make some HDMA effects with ease, since I am not purly good at ASM...
d4s
Posts: 295/325
Originally posted by HyperHacker
Actually I don't think they do.
So... no way we could have that on a vertical-scrolling level? Can't have like some simple math adding the vertical scroll amount to the scanline number or something like that?


i'll see what i can do.

btw, i sent a preliminary version of the kit to iceman today, works fine so far and he's even able to use it, a definitive plus. :>

currently missing are the documentation and a wider selection of preset hdma tables, maybe.
i will most likely release it soon.
HyperLamer
Posts: 6640/8210
Actually I don't think they do.
Originally posted by d4s
the forest background is unsuitable for such an effect, you'll have to align your graphics for this to make it look like moving clouds/water and disable v-scrolling in the level, of course.

Actually, that BG really shows just how it scrolls pretty well.

So... no way we could have that on a vertical-scrolling level? Can't have like some simple math adding the vertical scroll amount to the scanline number or something like that?
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