Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Release: HDMA package 1 | | | |
Pages: 1 2 | Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
User | Post | ||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1696/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
Cool! I finished some HDMA effects that I'd been working on, and got around to packaging them up. What this package does is when used correctly, it causes one portion of a background to stay still, while the other portion rises and falls. everything you need for the HDMA to work (except the ROM ) is inside. So, have at it! I Want! I WANT! If I missed anything, Pleae tell me right away! |
|||
ExKeeper Bullet Bill Level: 31 Posts: 459/512 EXP: 180084 For next: 5279 Since: 03-05-05 From: Riiight ^ Since last post: 1 day Last activity: 6 hours |
| ||
what I would really like is my BG to scroll like the coral capers BG in DKC, but I might find a use for this (edited by smwedit on 08-20-05 10:35 AM) |
|||
XPeter Fuzz Ball Level: 42 Posts: 745/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
| ||
An HDMA transparency effect would be nice too, or shifting Layer 2 horizontal scanlines. | |||
Cruel Justice XD Level: 55 Posts: 1138/1384 EXP: 1253266 For next: 60923 Since: 03-20-04 From: Darkwoods Penetentiary Since last post: 11 hours Last activity: 7 hours |
| ||
You mind telling us what HDMA means? I don't quite understand... | |||
XPeter Fuzz Ball Level: 42 Posts: 746/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
| ||
Apparently it's an ASM technique. | |||
ExKeeper Bullet Bill Level: 31 Posts: 460/512 EXP: 180084 For next: 5279 Since: 03-05-05 From: Riiight ^ Since last post: 1 day Last activity: 6 hours |
| ||
I would also like to see a wavy FG like in coral capers | |||
BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1081/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
| ||
smwedit: You already posted that. Don't spam. peter_ac: Not an "ASM technique," a special feature of the SNES (though, yes, you generally use ASM in order to control it). Its function is to change PPU registers mid-frame in order to produce special effects, like waving, split screens, and color gradients. With older consoles, you usually had to time your code just right or use special cartridge hardware in order to produce similar effects. The SNES developers, knowing this effect would be used a lot, simplified things immensely by integrating the feature directly into the graphics hardware. |
|||
Bio Buster Beetle Level: 27 Posts: 133/458 EXP: 107144 For next: 9015 Since: 07-06-05 From: a laboratory somewhere... Waiting to be completed Since last post: 8 hours Last activity: 5 hours |
| ||
Are there any HDMA tutorial? | |||
blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 839/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
| ||
http://www.geocities.com/Qwertie256/attic/snesemu/qsnesdoc.html ... that's what I learned to use it from, at least. | |||
Bio Buster Beetle Level: 27 Posts: 135/458 EXP: 107144 For next: 9015 Since: 07-06-05 From: a laboratory somewhere... Waiting to be completed Since last post: 8 hours Last activity: 5 hours |
| ||
thank, I think they should add a section for that in the learning ASM thread Because Its the first time I hear about HDMA (edited by Bio on 08-21-05 05:58 AM) |
|||
Glyph Phoenix Level: 39 Posts: 469/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
| ||
Ugh. The thread doesn't even cover things like the stack (yet). It doesn't cover scan lines. You can't toss something like HDMA in there. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1702/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
well, then if it hasn't been done yet, I'll explain the stack. I got to know it well with that code. | |||
d4s Panser Level: 29 Posts: 276/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
| ||
Originally posted by smwedit like this, by any chance? fyi: this is no mockup. (edited by d4s on 08-22-05 05:49 PM) |
|||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1707/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
looks good, except for the two scanlines at the top, they're skewed. | |||
d4s Panser Level: 29 Posts: 277/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
| ||
Originally posted by Sukasa zsnes always fucks up some of the upper lines on screenshots for me. heres another shot using snes9x. and i added a nice cgadsub gradient option, too: (edited by d4s on 08-22-05 10:02 PM) |
|||
ExKeeper Bullet Bill Level: 31 Posts: 463/512 EXP: 180084 For next: 5279 Since: 03-05-05 From: Riiight ^ Since last post: 1 day Last activity: 6 hours |
| ||
could you please release that, I have a perfect use for that one in my hack | |||
d4s Panser Level: 29 Posts: 278/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
| ||
Originally posted by smwedit this stuff will be featured in an upcoming hack. its an add-on that can be used to assign various hdma effects to each level without having to program anything at all. there are lots of possibilities apart from moving water. you have to know something about hdma to put it to good use, though. i might release it, but its most likely too complicated for the casual smw hacker. maybe it will be limited to the above-mentioned hack to set it apart from all the other ones. |
|||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 6503/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
| ||
Heh, that looks like a lake above a nuclear plant or something. If you can get it working relatively simple, at least to the point where people who do know how HDMA works can use it, it'd be nice to see a release. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1710/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
impressive... How many HDMA channels did you use? 3, or did you use a different write mode than the default one? I could see that being done with only two channels... Does it crash much? the yoshi coin animation likes to interfere with HDMA palette stuff, last I heard. | |||
d4s Panser Level: 29 Posts: 279/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
| ||
Originally posted by Sukasa thanks. =) this mode uses 3 channels and writes to the following regs: bg1 h-scroll bg2 h-scroll cgadsub + coldata depends on what you call default, but the bgs ones use 1 reg write twice mode and the cgadsub one uses 2 regs write once. Originally posted by Sukasa does it crash much, what kind of question is that? of course it doesnt crash. no problems with animations or palette stuff. i think the problems you are referring to might be caused by the hdma implementation you are using (you are using a patch by bmf to do your hdma stuff, right?). i've written everything from scratch, 714 lines of pure assembler code. im not using any readily-available code snippets like blocktool or palasm or anything like that. im using an attribute table containing enable flags for bg1 scroll, bg2 scroll, cgadsub and individually selectable hdma tables for each of these and for every level. custom main and subscreen designation is included with the cgadsub tables. pretty flexible and easy to maintain. (edited by d4s on 08-23-05 02:29 PM) |
Pages: 1 2 | Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
Acmlm's Board - I2 Archive - Super Mario World hacking - Release: HDMA package 1 | | | |