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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 - Experience the HDMA Revolution! [Release]
  
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Xkeeper 2.0
Posts: 753/1091
Originally posted by mario le grand
hello sorry but once my Rom patcher I do not going has to put it in 200 byte: / thus if somebody could explain to me his would be cool


I'm guessing he can't remove the 200 byte header... :-\
Snes9X can do this automatically for you, I think... (At least Geiger's debugger can...)
mario le grand
Posts: 13/19
hello sorry but once my Rom patcher I do not going has to put it in 200 byte: / thus if somebody could explain to me his would be cool
XPeter
Posts: 855/963
Okay, I did what you said, and I got this:



At least the shape's right I guess.
d4s
Posts: 324/325
Originally posted by peter_ac
how can i make red, green and blue increase by 8 in one entry?

11100001 just makes all 3 go to 8, it doesn't add it on to the original color.

Please help me with this.


again, you cant.
you can only specify direct colors.
for that particular blue to white fade you mentioned, try setting the background color in lunar magic to something similar, but keep the green and red values at the same level, like 1/3 intensity, while having blue at full or near-full intensity all the time.

now gradually increase red and green to near-full level.
this is only an approximation, but it should do the job.

if you must have different red and green values, try changing each of them on individual scanlines, but try to maintain equal numbers of lines between the changes.
wont look that bad, either.
XPeter
Posts: 854/963
how can i make red, green and blue increase by 8 in one entry?

11100001 just makes all 3 go to 8, it doesn't add it on to the original color.

Please help me with this.
d4s
Posts: 323/325
Originally posted by peter_ac
Originally written in the ReadMe by d4s
if you want to display a colour composed of 3 different red, green and blue intensities, you'd therefore
have to use 3 table entries for that.



And how can i do that without using up a scanline? setting the scanline count to $00 terminates the gradient, so how can i write 3 table entries to the same scanline?


you cant.
but you don't have to in most of the cases.
select the first color in lunar magic (background color), then go from there and fade in one, two or three colors at the same time.
i have yet to see a gradient that absolutely cant be reproduced using this system.
you could post a screenshot of the one youre trying to reproduce, though.
XPeter
Posts: 852/963
Originally written in the ReadMe by d4s
if you want to display a colour composed of 3 different red, green and blue intensities, you'd therefore
have to use 3 table entries for that.



And how can i do that without using up a scanline? setting the scanline count to $00 terminates the gradient, so how can i write 3 table entries to the same scanline?
d4s
Posts: 319/325
Originally posted by smwedit
I added the shaded status bar effect to every single level, did it with the correct rom, but it screwed up all the overworld colors


show me a screenshot of that, please.
before going into details, are you 100% sure you didnt mess up the order or number of levels configs in the levelattributes.txt file?
ExKeeper
Posts: 496/512
I added the shaded status bar effect to every single level, did it with the correct rom, but it screwed up all the overworld colors
d4s
Posts: 318/325
Originally posted by peter_ac
Excuse the bump, but I'm surprised nobody has asked this before:

why doesn't it work with a hdma rom that has been expanded to 2048kb?

I started a HDMA rom and transferred everthing over from SMB1, and once I imported the ExGFX, the ROM expanded from 1024 to 2048. Then I renamed it to smw.smc, removed the header etc, but the linker said that the filesizes don't match, and smw_hdma wasn't created.

Is there anything I can do about this?

Also, those instructions for creating new colour gradients are close to impossible to follow. Could somebody please give me simplified instructions to create the blue colour gradient identical to that in SMAS SMB1? Thanks.



i'll repeat this because it isnt documented in the readme.

if you want to change the size of the rom, you have to adjust the number of banks.

look for ".ROMBANKS 32" in link.txt.

thats the number of lorom banks the rom has.
one bank is 32kbyte / 0,25 mbit.

therefore, you have to adjust the number of rombanks depending on the size of your rom.

.ROMBANKS 32=8mbit
.ROMBANKS 64=16mbit
and so on.
Bio
Posts: 366/458
Originally posted by peter_ac
Excuse the bump, but I'm surprised nobody has asked this before:

why doesn't it work with a hdma rom that has been expanded to 2048kb?

I started a HDMA rom and transferred everthing over from SMB1, and once I imported the ExGFX, the ROM expanded from 1024 to 2048. Then I renamed it to smw.smc, removed the header etc, but the linker said that the filesizes don't match, and smw_hdma wasn't created.

Is there anything I can do about this?
Thanks.

read all the post in the thread before posting
Cruel Justice
Posts: 1293/1384
Another question...
Wouldn't it be possible to implement the same serpentine movement to the foreground? Yoshi's Island had a few examples, like the lava in Big Boo's Fort.
XPeter
Posts: 851/963
Excuse the bump, but I'm surprised nobody has asked this before:

why doesn't it work with a hdma rom that has been expanded to 2048kb?

I started a HDMA rom and transferred everthing over from SMB1, and once I imported the ExGFX, the ROM expanded from 1024 to 2048. Then I renamed it to smw.smc, removed the header etc, but the linker said that the filesizes don't match, and smw_hdma wasn't created.

Is there anything I can do about this?

Also, those instructions for creating new colour gradients are close to impossible to follow. Could somebody please give me simplified instructions to create the blue colour gradient identical to that in SMAS SMB1? Thanks.
UnsurpassedDarkness
Posts: 723/746
Originally posted by HyperHacker
To remove the header: Open in a hex editor, select from addresses 0 to 200, delete it.
You do realize how much that would suck, right?
Originally posted by HyperHacker
To fix the problem: Google autoexec.nt.
Yay! Dos works again!
Originally posted by smwedit
or download snestool (find it at zophar's or the rom hack domain), open the rom, select delete header, then select your rom, and it should work.
It’s kind of hard to get an error message from a program you haven’t downloaded yet, don’t you think?
Glyph Phoenix
Posts: 571/745
Yeah, but nobody cares about n00bs. If they can't figure out that they're supposed to drag-and-drop or whatever then too bad. A WinGUI would be good, sure, but not necessary.
ExKay
Posts: 1036/1114
I don't think that most of the n00b either can handle a DOS program or a hex editor, lol. A WinGUI may would be better, at least for some XP users.
ExKeeper
Posts: 488/512
or download snestool (find it at zophar's or the rom hack domain), open the rom, select delete header, then select your rom, and it should work.
HyperLamer
Posts: 7134/8210
To remove the header: Open in a hex editor, select from addresses 0 to 200, delete it. To fix the problem: Google autoexec.nt.
UnsurpassedDarkness
Posts: 719/746
*Opens Snes-Tool to delete 200 byte header*


16 bit MS-DOS Subsystem

[directory of program]
C:\WINDOWS\SYSTEM32\AUTOEXEC.NT. The system file is not suitable for running MS-DOS and Microsoft Windows applications. Choose 'Close' to terminate the application.

[Close][Ignore]

Umm… help?
ExKeeper
Posts: 486/512
I figured out how to somewhat simulate the effects in coral capers for the BG and I used the effects of the desert heat waves for the FG (it looks more like the coral capers wavy FG than the underwater effect does) it doesn't have a gradient. I might release it when I get the time.

Edit: I also made something somewhat-like the MMX2 overdrive ostrich, but it too scrolls much too fast.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Experience the HDMA Revolution! [Release]


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