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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 - SMW VRAM Question | |
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Sukasa

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

Posts: 474/1981
EXP: 1446921
For next: 39007

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

Since last post: 6 days
Last activity: 1 day
Posted on 04-26-05 05:54 AM Link | Quote
Hey! I was working on one of my hacks, and noticed that GFX section 600-67F was unused. Could it be used in-game with special coding, or does something else load there during gameplay?
FuSoYa
Defender of Relm
Level: 26

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Since: 03-15-04
From: Moon

Since last post: 7 days
Last activity: 7 hours
Posted on 04-26-05 08:23 AM Link | Quote
That area isn't in VRAM. Neither is the area showing all of Mario's frames (that's in RAM), all the animated tile frames (RAM again), or that font data you see under the empty area (that's just in LM).

It's not exactly unused either. If you check the help file, the animated ExGFX file can cover tiles 580-657, which is 0xD8 tiles. That's a bit more than the standard 0x80 tiles that are used with the regular GFX slots. The remaining space between that and the font data is just to pad things out in the editor.

However, JW took to putting variables in that area of RAM with his custom blocks. Not sure if he kept doing that, but if so, using that area for animated frames while using his block inserter program may not be advisable.

Most people just stick with the standard 0x80 tiles.
Sukasa

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

Posts: 486/1981
EXP: 1446921
For next: 39007

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

Since last post: 6 days
Last activity: 1 day
Posted on 04-28-05 07:10 AM Link | Quote
OK, because I was thinking someone could use that as a fifth
mid-level-interchangeable GFX slot, if they were good.
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