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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 - Custom 8 x 8 tile limit | |
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Knight of Time

Keese
Level: 19

Posts: 73/125
EXP: 34051
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Since: 03-18-04
From: Canada

Since last post: 4 days
Last activity: 8 hours
Posted on 04-04-05 05:00 AM Link | Quote
Hi.

Ever since I returned yesterday, I didn't think I would make a SMW hack again. But, after just coming up with an idea that relates to a minor problem I used to have in the first world of my old hack with a Layer 3 tide disappearing when a message block is hit or when Mario/Luigi reaches the goal in a level (except for the third one, I had no tide there), I just thought of "reviving" the hack, and duplicating the low tide effect w/o using Layer 3 for the levels in the first world, so that it wouldn't disappear at all when Mario/Luigi hits a message block or reaches the level goal (this would obvously require the making of some custom animated tiles), but I need to ask an important question first.

What is the highest number of custom 8 x 8 animated tiles that can be made in LM?

Thanks in advance.
Juggling Joker

Boomerang Brother
SMW Hacking Moderator
Yeah, JAMH is still being worked on.
Level: 48

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Since: 03-15-04
From: Wyoming

Since last post: 2 days
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Posted on 04-04-05 05:05 AM Link | Quote
The maximum amount of animated tiles that LM allows is 20, I believe. It may be 32, I can't recall. But, as the help file states, using that many is not recommened, as you can expect MONDO slowdown if you use above a certain number (again, I can't recall the exact number). However, if you're just trying to mimick the Layer 3 tide with Layer 2 (or however you are doing it), you shouldn't even come close to that number.

Now, if you were referring to how many custom 8x8 tiles are allowed PER animation, it's 16. If you're asking how many custom 8x8 tiles you can use FOR animation, it's the standard ExGFX size, 128 tiles.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

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Since: 02-06-05
From: *Shrug*

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Posted on 04-04-05 05:21 AM Link | Quote
0x20, to be precise. there may be slowdown, I don't know, but what will happen too is the top of the screen will flicker if you use too many individual slots.
Juggling Joker

Boomerang Brother
SMW Hacking Moderator
Yeah, JAMH is still being worked on.
Level: 48

Posts: 707/1033
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For next: 12096

Since: 03-15-04
From: Wyoming

Since last post: 2 days
Last activity: 3 hours
Posted on 04-04-05 05:24 AM Link | Quote
So I was right about the number either way. That is, if you consider my first number as hex and the second as decimal.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 355/1981
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Since: 02-06-05
From: *Shrug*

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Posted on 04-04-05 05:37 AM Link | Quote
I just realized you're right! whoops.
XPeter

Fuzz Ball
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Since: 01-24-05
From: South Ireland

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Posted on 04-04-05 04:14 PM Link | Quote
a good idea is to try to make multiple animations using the same slot.

eg if you want to animate 4 tiles, insted of using 4 different single 8x8 slots, use 1 slot with ''4 8x8s: line''

Using this method, i was able to use 0x10 slots before the top 8x8 tiles on the screen started to flicker. The flickering doesn't really matter though IMO.


(edited by peter_ac on 04-03-05 11:24 PM)
(edited by peter_ac on 04-03-05 11:24 PM)
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