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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 - RPG code for SMW - there's some progress.
  
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Jesper
Posts: 1380/2390
What's the status on this again? Is there progress?
Shadic
Posts: 161/304
That transparent one is awesome!

Hmmm... I think that would be REALLY good in this SMW RPG sorta thing.
d4s
Posts: 98/325
Originally posted by Keikonium
OMG!

This looks amazing!

When I first saw that I thought how amazing it would be to use this type of thing for a translucent fire on layer 3! That would be awesome for a fire pit or castle!! I think that would look great in SMW too!


whats even more amazing is that you dont even need an own layer per s
blackhole89
Posts: 482/971
Originally posted by d4s
Originally posted by blackhole89
Transparency is makeable, though (would use up another HDMA channel, because you'd otherwise make the status bar transparent either).


although you dont seem to like me/respond to my messages(magst du deine landsleute etwa nicht? , i have to tell you one thing:


Why? I can't remember ever not having responded to you... zumindest nicht bei sinnvollen Posts...



there IS a way to make a gradient hdma translucent textbox with only ONE hdma channel!
how, you ask?
simple, dont rewrite the palette via hdma, but setup your hdmachannel to write
2 registers at once, and select the cgadsub designation reg ($2131) as target.
dont forget to set your fonts background to colour #0 (transparent).
since youre using a static hdma table, set it up like this:

;no cgadsub
.db $7f ;scanlines to count until textbox
.db $00 ;register $2131, disable cgadsub on all channels
.db $00 ;register $2132, set cgadsub color to black


;textbox
.db $04 ;first 4 scanlines of textbox
.db $3f ;enable cgadsub on all layers EXCEPT layer 3
.db $aa ;select color

.db $04
.db $3f
.db $ab ;and make a gradient


etc.


That won't work that easily because (1) SMW uses CGADSUB for the backdrop colour, (2) some of my levels use CGADSUB for the level itself (->translucent water) and therefore can't be just switched to fixed colour addition/subtraction that easily without garbaging the background behind the textbox.

However, I believe I still have an HDMA channel spare, so the progress of this thing is only limited by my laziness.

btw, I, in fact, never knew Breath of Fire 2 was translated to English... that's why I never played it
Keikonium
Posts: 864/-2459
OMG!

This looks amazing!

When I first saw that I thought how amazing it would be to use this type of thing for a translucent fire on layer 3! That would be awesome for a fire pit or castle!! I think that would look great in SMW too!
d4s
Posts: 97/325
Originally posted by blackhole89
Transparency is makeable, though (would use up another HDMA channel, because you'd otherwise make the status bar transparent either).


although you dont seem to like me/respond to my messages(magst du deine landsleute etwa nicht? , i have to tell you one thing:

there IS a way to make a gradient hdma translucent textbox with only ONE hdma channel!
how, you ask?
simple, dont rewrite the palette via hdma, but setup your hdmachannel to write
2 registers at once, and select the cgadsub designation reg ($2131) as target.
dont forget to set your fonts background to colour #0 (transparent).
since youre using a static hdma table, set it up like this:

;no cgadsub
.db $7f ;scanlines to count until textbox
.db $00 ;register $2131, disable cgadsub on all channels
.db $00 ;register $2132, set cgadsub color to black


;textbox
.db $04 ;first 4 scanlines of textbox
.db $3f ;enable cgadsub on all layers EXCEPT layer 3
.db $aa ;select color

.db $04
.db $3f
.db $ab ;and make a gradient


etc.



thats how the pro's do it.
looks so damn sexy!

check these screenies out, they are from my upcoming breath of fire 2 german translation:

old dialoguebox:


new dialoguebox:




old startmenu:


new startmenu:




old battlemode:


new battlemode:



i can send you part of my source if you like.


Smallhacker
Posts: 994/2273
Yup. It's the same format. (I accidently mixed up the order)
blackhole89
Posts: 481/971
Yeah, no ASM. At least as long as you don't want to add functions to it.
With SNES tiles I mean how SNES tiles are set up in the PPU, and, yes, I believe it's the same on SMW's RAM mirror for the status bar. And it isn't exactly "1st byte: Tile, 2nd byte: Settings", but
vhp???## ########, with v = vertical flip, h = horizontal flip, p = layer priority flag, ? = palette number and # (10 bits) = tile ID.
Smallhacker
Posts: 990/2273
Originally posted by blackhole89
You'll need to know about hex hacking and how SNES tiles are set up

No ASM required, right?
With "SNES tiles", do you mean the format used for the status bar and some other stuff? (1st byte: Tile, 2nd byte: Settings)
blackhole89
Posts: 478/971
Originally posted by knuck
Originally posted by blackhole89
@cpubasic13, I might or might not release a function-reduced version with the next demo of ALttP already...
And then no one will find your hack innovative because the rpg code will have been used as hell when you release it.
But in the end, it's your call...

It will be hard enough to use. At least not like "zomg i take t3h lunar magix type some lololol text and my hack rox". You'll need to know about hex hacking and how SNES tiles are set up, and I don't think more than 5 people in here know that. An overusage is hardly possible, therefore.
Besides, I said I was gonna release a limited version. What you'll see in SMW: ALttP will be much, much more. [/advertisment mode]

@BMF, kthx.

~Blacky.
BMF98567
Posts: 508/1261
BMFType (2bpp Game Boy format)

I should start a font archive on my website someday.
knuck
Posts: 910/1818
Originally posted by blackhole89
@cpubasic13, I might or might not release a function-reduced version with the next demo of ALttP already...
And then no one will find your hack innovative because the rpg code will have been used as hell when you release it.
But in the end, it's your call...
blackhole89
Posts: 477/971
This one is quite nice, actually... can I have it in a gfx file (those with a .bin as an extension^^)?

Thanks in advance,
~Blacky.
BMF98567
Posts: 507/1261
How about BMFTypeTM? 'Twas used in both Legend of the Blob Bros. 2 and Super Mario Odyssey:

blackhole89
Posts: 473/971
It never gets reset... there are some periods I take a break from continuing it, but there's always sorta progress on it...

@knuck, you're being rude, so stfu...

@JJ, sorry, but I rather thought of something thinner and more readable than SMW's original font... although yours looks good, I can't imagine myself reading a 20 lines monologue written in this...

@cpubasic13, I might or might not release a function-reduced version with the next demo of ALttP already...
Alastor the Stylish
Posts: 2902/7620
Assuming progress on his hack continues as normal (IE goes on for awhile then gets reset, repeat indefinitely) somehow I doubt this will be a problem for him.
knuck
Posts: 909/1818
It won't be released until a few months after his hack (smw alttp) gets released.
So, keep dreaming, boy.
cpubasic13
Posts: 754/1346
Fonts are by far the most tedious things to edit. You really can't do much with them, and just making the letters look cool is a difficult task itself.
*remembers attempt to make Starfox font in SMW*
...never came out right for some reason...

Anyway, glad that this is being worked on. It would be awesome to have this so that way my (and other's) hack would have more of a story to it.
Juggling Joker
Posts: 389/1033
That's a real old screen, HH. I don't even use that shoddy palette anymore. Not to mention those primitive lollipops!

EDIT: Just realized I phrased that like a retard. I already fixed the problem a long time ago.
HyperLamer
Posts: 2249/8210
I should have noticed before, but JJ, those ground blocks need another black pixel in the corners.

Anyway that looks really neat. The font kinda sucks but it's readable, and far better than I could ever do. I wouldn't be too disappointed if it ended up being the final version.
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Acmlm's Board - I2 Archive - Super Mario World hacking - RPG code for SMW - there's some progress.


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