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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 - PalEnemy
  
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HyperLamer
Posts: 7340/8210
Originally posted by Smallhacker
Imagine that you've got a color. Ok? Now flip it horizontally. That's how you do it.

(Also, don't tell anyone, but if you set the "ignored" bit of the last sprite palette's last color, it will activate the SNES's TOP SECRET 3D mode. Write polygon data to 7F0221, texture data to 7F0222. 7F0223 - 7F0228 are the settings bytes. (7F0229 have got a yet to be documented part of it all.)

More info can be found here: Link

Why did you link there?

And there is one use for the extra bit... you can store a one-bit variable in it! (Hey, it could be useful for things like PalASM, where the colour isn't used and is interpreted as a 16-bit address.)
Juggling Joker
Posts: 1017/1033
No need to be sarcastic you meany jerk heads. I'm sure SOMETHING useful could be done with it by a clever hacker (or programmer, I guess).
TapTap
Posts: 101/405
Now I understand for some reason. I saw your hex numbers and remembered.
So, 667788 would become 887766?
Smallhacker
Posts: 2123/2273
Imagine that you've got a color. Ok? Now flip it horizontally. That's how you do it.

(Also, don't tell anyone, but if you set the "ignored" bit of the last sprite palette's last color, it will activate the SNES's TOP SECRET 3D mode. Write polygon data to 7F0221, texture data to 7F0222. 7F0223 - 7F0228 are the settings bytes. (7F0229 have got a yet to be documented part of it all.)

More info can be found here: Link
TapTap
Posts: 100/405
Flip a color horizontally? how can you do that?

Note: Post #100! Hooray!
BMF98567
Posts: 1164/1261
Nope, it's ignored. (What would its function be? Placing the color on top of all others? Flipping it horizontally? )
Juggling Joker
Posts: 1016/1033
Is the left over bit used for anything?
d4s
Posts: 315/325
Originally posted by Glyph Phoenix
I meant that it didn't follow the R-to-byte, G-to-byte, B-to byte system. I was not aware that there was any other kind, such as the 5-bit system.

And Darkflight, yeah, I could use that code.



yeah, thats what i figured.
i was confused by the color format myself when i first encountered it.
Glyph Phoenix
Posts: 586/745
I meant that it didn't follow the R-to-byte, G-to-byte, B-to byte system. I was not aware that there was any other kind, such as the 5-bit system.

And Darkflight, yeah, I could use that code.
d4s
Posts: 313/325
Originally posted by Glyph Phoenix
SNES does not have a RGB color system. It only has 2 bytes, and it should be the second byte that it reads.


haha, of course it does.
just because its using 2 bytes instead of 3, that doesnt mean that one of the r,g and b colors is missing.
that'd be totally stupid, cause you wont be able to produce the full color spectrum with only 2 of these.

the solution is that the snes uses 5 bits per color, not 8, of course.
therefore, you can fit an individual r, g and b value for each color into 2 bytes.

Sukasa
Posts: 1884/1981
GP, If you want I can send you all of my notes on the bullet bill generator to help you.
Glyph Phoenix
Posts: 584/745
The last one. FF.

Anyway, since I couldn't get on Acmlm's for a while, I sorta took my mind off of SMW and focused on other things. But now that I'm back around, I'll probably start work on advancing this patch so it works on a number of sprites and when the palette number is 00 it'll just create a default enemy. That way your bullet bill shooters will shoot bullet bills in regular levels and your lakitus will toss regular lakitu eggs and stuff. But that'd be kinda hard, and I'm lazy, so don't expect these right away.
TapTap
Posts: 75/405
Sorry if it's obvious or if I'm getting this wrong, but what area in the pallette does it base the sprite it will throw on?
HyperLamer
Posts: 7258/8210
A bullet bill generator would eat up all the sprite memory so fast... I like the fish idea though. They could fall from the sky.
Icewind
Posts: 5/5
Originally posted by Glyph Phoenix
SNES does not have a RGB color system. It only has 2 bytes, and it should be the second byte that it reads.

*sighs and hangs head for being a n00b*
I looked at Lunar Magic, I see what you mean now. I\'ll work that out myself.
If I could make a suggestion, though; add some more generators. Like the stationary/random bullet bill shooters. It\'d be great to have, say, banzai bills coming at you randomly (though insanely difficult to play). Or just have it do something silly, like plop fish into the level.
At any rate, this kills one more barrier for less skilled hackers with great ideas.
Thank you.
Glyph Phoenix
Posts: 582/745
SNES does not have a RGB color system. It only has 2 bytes, and it should be the second byte that it reads.
Icewind
Posts: 4/5
Cool, but how does this work? From what I gather, it's the last color in the last palette, but what byte (R,G,B)?
Glyph Phoenix
Posts: 581/745
Originally posted by DisruptiveIdiot
How hard would it be to make the palette a sprite uses be based on a color?


Go into Lunar magic, select "Custom Palette". Now you can change a sprite's palette for each level. And it's all entirely based on color!
DisruptiveIdiot
Posts: 143/147
Originally posted by Glyph Phoenix
It was late. I was tired. Never again.


How hard would it be to make the palette a sprite uses be based on a color? I want the goomba to have two different palettes depending on the level and I think basing it like this would be good. Is it based on the same principal? I'd like something like that.
Glyph Phoenix
Posts: 580/745
It was late. I was tired. Never again.
This is a long thread. Click here to view it.
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