Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - Release: HDMA package 1 | |
Pages: 1 2Add 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
Posted on 08-20-05 09:17 AM Link | Quote
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
Posted on 08-20-05 07:20 PM Link | Quote
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.
Posted on 08-20-05 07:38 PM Link | Quote
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
Posted on 08-20-05 08:31 PM Link | Quote
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.
Posted on 08-20-05 08:38 PM Link | Quote
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
Posted on 08-20-05 09:24 PM Link | Quote
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
Posted on 08-21-05 01:26 PM Link | Quote
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
Posted on 08-21-05 01:35 PM Link | Quote
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
Posted on 08-21-05 02:20 PM Link | Quote
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
Posted on 08-21-05 02:41 PM Link | Quote
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
Posted on 08-21-05 05:57 PM Link | Quote
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
Posted on 08-22-05 10:33 AM Link | Quote
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
Posted on 08-23-05 02:47 AM Link | Quote
Originally posted by smwedit
I would also like to see a wavy FG like in coral capers


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
Posted on 08-23-05 04:00 AM Link | Quote
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
Posted on 08-23-05 07:01 AM Link | Quote
Originally posted by Sukasa
looks good, except for the two scanlines at the top, they're skewed.


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
Posted on 08-23-05 07:08 AM Link | Quote
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
Posted on 08-23-05 07:39 AM Link | Quote
Originally posted by smwedit
could you please release that, I have a perfect use for that one in my hack


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
Posted on 08-23-05 10:51 AM Link | Quote
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
Posted on 08-23-05 09:10 PM Link | Quote
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
Posted on 08-23-05 11:27 PM Link | Quote
Originally posted by Sukasa
impressive... How many HDMA channels did you use? 3, or did you use a different write mode than the default one?


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
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.


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 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Release: HDMA package 1 | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.021 seconds.