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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 - SNES programming question.
  
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Atma X
Posts: 29/801
I know this has nothing to do with what your currently focused on, but I was wondering how I open a Rom in "RAM Address" ($897B, stuff that looks like that I think).

What program would I use?
HyperLamer
Posts: 125/8210
I also seem to be having a problem: when subtraction is enabled, the BG colour turns black no matter what I do. Any ideas?
blackhole89
Posts: 21/971
The weird thing about this is that all sprites are affected while on main screen (but, on subtraction, inverted), while on subscreens only the above-mentioned are.

EDIT - Ah yes, the effect is just that the sprites are being subtracted out of themselves.

GreetZ
Blacky.
BMF98567
Posts: 45/1261
Wow, neat effect!

Whether or not a sprite is affected by color addition/subtraction changes depends on its palette number (this is noticeable in ghost houses with transparent green bubbles). AFAIK, the first 4 palettes aren't affected, while the last 4 are. Pretty lame if you ask me...
blackhole89
Posts: 18/971
Did it... well, it works, but in a strange way... applied to mode 1F, some of the sprites are affected. As follows:
* Mario: not affected.
* Goombas: not affected.
* Spring-board(portable~): affected.
* Koopas: affected.
* Koopas without shell: not affected.
* Paratroopas: The koopas are affected, but their wings aren't. Kinda weirdo in darker regions, where the wings glow like lamps. Seems even somehow epic
and so on...

Also try out this one:

TM&TMW=15h
TD&TSW=12h

Whereever there's colour #0 (transparent) on L2, the sprites noted as affected above will appear as black silhouettes. Now if that isn't useful screenshot follows:


GreetZ
Blacky.
BMF98567
Posts: 40/1261
You could always try changing TM/TMW and TD/TSW on the fly by writing to those registers...I dunno if it'll work, but it's worth a shot.
blackhole89
Posts: 14/971
But what I want is no layer 3 spotlight but rather an L2 lighting which is bound to the level itself and affects sprites too. Just like a dark dungeon with some few light spots.
What I'm currently asking is:
(a) Is there any way to invert the screen content
or
(b) Is there any easy way to change the Sprite Layer and the position of layers to each other in ASM?

One of the two will do.

And, ah yes, I just understood SMW's SPC loading routine. I even found it. Free to change the noisy stuff.

EDIT - Now I know what my problem is. It has something to do with TD & TSW (Subscreen selection) and TM & TMW (Mainscreen selection). With CGADSUB addition it doesn't matter, but with subtraction it's always (TM&TMW final colour) - (TD&TSW final colour).
Mode 1F (which I used) has TD&TSW=15h=00010101L=Sprites+BG3+BG1, and TD&TSW=02h=00000010L=BG2, that means, Sprites+BG3+BG1 are being subtracted from BG2, thus making them negative = inverting them. I have to find a working mode with TD&TSW=02h and TM&TMW=15h, but the rest like 1F. Dammit.

GreetZ
Blacky.

BMF98567
Posts: 33/1261
You mean the colors are turning negative? I had that same problem, though I don't remember exactly what I did to fix it. I think I fiddled around with the CGADSUB flags a bit; they're kinda tricky. You might also try using an ordinary screen mode, in case you're using one of the two transparent ones (your CGADSUB settings will still work).

This is the ASM I used to change CGADSUB for my spotlight hack:

LDA #$A1
STA $40
blackhole89
Posts: 13/971
No.
LM - any version - won't be able to make the SMW Engine things it can't. I assemblered it, of course.

So that's what I figured out so far: The strange misbehaviour has something to do with subscreens, a really s... tty element of SNES programming. CGADSUB doesn't work for these as it should.

GreetZ
Blacky.
Janus
Posts: 17/34
how're you doing colour subtraction? is it a new feature of LM? I've not gotten around to messing with the newest version yet.
blackhole89
Posts: 12/971
Hello out there.
I'm trying to make a level which's mostly darkened, but has some lighter spots (around lamps). Doing this with a layer two on top and colour subtraction. Only problem: While the subtraction works fine, the screen content's being inverted. When Layer 2 is in the back, anything works fine. Anyone knows what to do against?

GreetZ
Blacky.
Acmlm's Board - I2 Archive - Super Mario World hacking - SNES programming question.


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