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 - Join the HDMA Revolution! | |
Pages: 1 2 3 4Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Yoshi Master

Red Koopa
Level: 17

Posts: 83/138
EXP: 23333
For next: 1410

Since: 04-09-05
From: I don't know...

Since last post: 2 days
Last activity: 3 hours
Posted on 08-28-05 01:45 AM Link | Quote
Could HDMA stop status bar palette problembs for good, if so all my problems end here! If not, what a load of crap. But, if it doesn't I'm lucky to have what I do.
Bio

Buster Beetle
Level: 27

Posts: 258/458
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 08-28-05 01:54 AM Link | Quote
No, the HDMA effect on pallete not change the pallete but add a darkening effect for layer 3,the only way to stop the status bar problem is to don't use their pallete


(edited by Bio on 08-27-05 04:55 PM)
d4s

Panser
Level: 29

Posts: 291/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 08-28-05 08:43 PM Link | Quote
Originally posted by FuSoYa
Originally posted by d4s
the snes doesnt have any registers that go by the name of td/tmw and ts/tsw.
i just looked it up in lunar magic and from what i can see tmw means main screen designation and tsw means subscreen designation.
no idea where fusoya got these strange names from... ~_=


Yoshi's doc. I'm surprised you haven't run across it before.

Have you been going by Qwertie's doc, or something more recent? I haven't really looked around in the last few years to see what else is out there.



im used to the official descriptions from nintendos documentation.
actually, nintendo names $212c tm and $212d ts, i didnt see that before.
but where the additional w comes from in yoshis docs, i dont know...

Originally posted by yoshi master
Could HDMA stop status bar palette problembs for good, if so all my problems end here! If not, what a load of crap. But, if it doesn't I'm lucky to have what I do.


palette problems are the result of your inability to use lunar magic/import graphics properly.
dont try to blame it on others if you are unable to handle something yourself.


on a sidenote, here is what the multilayer scrolling looks like:
http://bof2.supernes.de/images/smw_multilayerscrolling.gif

the forest background is unsuitable for such an effect, you'll have to align your graphics for this to make it look like moving clouds/water and disable v-scrolling in the level, of course.

the table used to update the actual hdma table has a nibble per scanline for static movement (value is added to the scanline all the time, even if bg2 is not moving) and a nibble for dynamic movement (value is added/substracted to the scanline depending on the scrolling direction of bg2).

both can be combined, of course, but excessively using this feature on every scanline will cause slowdowns.








(edited by d4s on 08-28-05 11:45 AM)
(edited by d4s on 08-28-05 11:46 AM)
Bio

Buster Beetle
Level: 27

Posts: 276/458
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 08-28-05 10:37 PM Link | Quote
Originally posted by d4s
Originally posted by Bio
Could a cutom block can initianilise a HDMA effect? I would like to create a block that do the dizzy effect like in yoshi island, and why ice man gonna have it before everyone?


theoretically yes, but i havent implemented that yet.
i might, though, maybe using a simple override flag or something like that.
youd have to program the custom blocks yourself, though.
in the first place, i thought about making it work with custom blocks only, but ice man kept on whining how buggy and hard to use they were and
i dont like my code to depend on the code of others, especially if its buggy.
using custom blocks would also make the installation process much harder and tedious to insert into the levels. (youd have to place blocks that switch stuff on at every starting point and ones that switch it off at every level exit.)


I got a small idea that may solve the problem, just released two version:the easy to use version and the hard to use cutom block version. Just include some example .bin inside to make them easier to code,One block that initiallise a HDMA effect and one that enalble It for the BG behind the block (Like in metroid zero mission)


(edited by Bio on 08-28-05 01:40 PM)
(edited by Bio on 08-28-05 01:42 PM)
d4s

Panser
Level: 29

Posts: 292/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 08-28-05 11:46 PM Link | Quote
Originally posted by Bio

I got a small idea that may solve the problem, just released two version:the easy to use version and the hard to use cutom block version. Just include some example .bin inside to make them easier to code,One block that initiallise a HDMA effect and one that enalble It for the BG behind the block (Like in metroid zero mission)


no, thats not the problem.
as i said, there will be an override flag for custom blocks.
if that flag is set, the game will fetch the hdma configuration from 4 variables(similar to the table format ice man posted earlier in this thread) in ram instead of the level attribute table.

your block will have to set that flag, then write to the 4 variables to select the desired effects, plain and simple.
ExKay
Somebody set up us the bomb!
Level: 50

Posts: 948/1114
EXP: 908268
For next: 39049

Since: 03-15-04
From: Hannover, Germany

Since last post: 14 hours
Last activity: 1 hour
Posted on 08-28-05 11:53 PM Link | Quote
Why do you spam? That's the 3rd time you want to request this.
ExKeeper

Bullet Bill
Level: 31

Posts: 470/512
EXP: 180084
For next: 5279

Since: 03-05-05
From: Riiight ^

Since last post: 1 day
Last activity: 6 hours
Posted on 08-29-05 12:23 AM Link | Quote
Originally posted by d4s
here is what the multilayer scrolling looks like:
http://bof2.supernes.de/images/smw_multilayerscrolling.gif
why not actually post a screen with the actual BG, you can download the files necessary for putting in the BG here. This BG fits perfectly in with it, I just found out by placing the images next to each other.

Edit: right click and save as

Edit2:
Originally posted by Ice Man
Why do you spam? That's the 3rd time you want to request this.
sorry , I was just posting a better file showing exactly how the BG looks when it scrolls *deletes post so it doesn't actually count*


(edited by smwedit on 08-28-05 03:23 PM)
(edited by smwedit on 08-28-05 03:25 PM)
(edited by smwedit on 08-28-05 03:25 PM)
(edited by smwedit on 08-28-05 03:38 PM)
(edited by smwedit on 08-28-05 03:39 PM)
(edited by smwedit on 08-28-05 06:28 PM)
(edited by smwedit on 09-04-05 10:29 PM)
Glyph Phoenix

Level: 39

Posts: 501/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-29-05 10:33 AM Link | Quote
Not only do deleted posts totally count, but you get another strike against you because deleting posts makes topics harder to read.
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: 6640/8210
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 08-29-05 10:57 AM Link | Quote
Actually I don't think they do.
Originally posted by d4s
the forest background is unsuitable for such an effect, you'll have to align your graphics for this to make it look like moving clouds/water and disable v-scrolling in the level, of course.

Actually, that BG really shows just how it scrolls pretty well.

So... no way we could have that on a vertical-scrolling level? Can't have like some simple math adding the vertical scroll amount to the scanline number or something like that?
d4s

Panser
Level: 29

Posts: 295/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 08-30-05 01:53 AM Link | Quote
Originally posted by HyperHacker
Actually I don't think they do.
So... no way we could have that on a vertical-scrolling level? Can't have like some simple math adding the vertical scroll amount to the scanline number or something like that?


i'll see what i can do.

btw, i sent a preliminary version of the kit to iceman today, works fine so far and he's even able to use it, a definitive plus. :>

currently missing are the documentation and a wider selection of preset hdma tables, maybe.
i will most likely release it soon.


(edited by d4s on 08-29-05 04:54 PM)
(edited by d4s on 08-29-05 04:55 PM)
(edited by d4s on 08-29-05 04:55 PM)
(edited by d4s on 08-29-05 04:56 PM)
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 1306/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 08-30-05 06:25 AM Link | Quote
Hmmmm... very interesting. I kind of know a bit of HDMA, but just don't know enough ASM to do it... even with BMF's thing...

This looks very nice, though. I would like to add in HDMA effects in my hack. I just don't know how to add things by level index... which is what is stopping me...

Well, then, can't wait for whatever it is you are releasing to be released. I would like to make some HDMA effects with ease, since I am not purly good at ASM...
d4s

Panser
Level: 29

Posts: 297/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 09-01-05 05:08 AM Link | Quote
some updates:

added and fixed various tidbits here and there.
-pause mode now automatically darkens the screen, this is something i always missed from the original smw.

-3d-linescrolling effects no longer require disabled v-scrolling, but align themselves to the bg automatically depending on the scroll position.

-v-scrolling on bg1 and bg2 is fully implemented (was a bit broken before)

here are some more sample screenshots of preset effects taken directly from the included readme/tutorial.


scanlines:


some water stuff:


laval level:


another status bar shading method:





(edited by d4s on 08-31-05 08:09 PM)
(edited by d4s on 08-31-05 08:10 PM)
Sukasa

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

Posts: 1818/1981
EXP: 1446921
For next: 39007

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

Since last post: 6 days
Last activity: 1 day
Posted on 09-01-05 05:18 AM Link | Quote
*Notices post*
*Has a heart attack from all the awesomeness*
*Dies*
*Comes back to life to slivate over screenies*

Do I need to elaborate on how fucking awesome those are? Oh, and is it possible to overlap the two status bar effects? That would make my day year.


(edited by Sukasa on 08-31-05 08:21 PM)
andrés

Red Paragoomba
Level: 12

Posts: 43/58
EXP: 7683
For next: 238

Since: 01-03-05
From: Buenos Aires, Argentina

Since last post: 30 days
Last activity: 8 hours
Posted on 09-01-05 07:42 AM Link | Quote
d4s, you are doing a revolution in the SMW hacking!
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: 6743/8210
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 09-01-05 08:29 AM Link | Quote
W000000000t. But what use is a scanline effect? And why is the bottom darkened in the last pic?

Awesome either way, though.
Sukasa

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

Posts: 1825/1981
EXP: 1446921
For next: 39007

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

Since last post: 6 days
Last activity: 1 day
Posted on 09-01-05 08:58 AM Link | Quote
A scanline effect might be good if someone makes a cutscene ASM where mario is being viewed through a monitor, or someone will probably find a use for it *coughsuperTVworld?cough* I think the bototm is darkened for decoration, since onthe bottom of the level it would help give an impression of a darkening pit.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 1114/1261
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 09-01-05 02:47 PM Link | Quote
Alright, that's it. I'm throwing out my clunky HDMA code in favor of d4s' über-sexy system, as long as it's not too hard to implement the custom scrolling effects I'm currently using.
Sendy

Shyguy
Level: 17

Posts: 87/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 09-01-05 06:13 PM Link | Quote
That's freaking amazing!

It's things like this that are making me want to get back into SMW hacking again.

I have only one 'complaint' - in the parallax scrolling effect, the 'near' background seems to be scrolling a bit faster than the foreground, though I figure if it's all editable then the values are arbitrary.

Wow... This combined with colour cycling and custom tile animation would make for some VERY atmospheric levels!

And this'll be priceless when I get around to making my proposed 'psychedelic' levelstyle.
Glyph Phoenix

Level: 39

Posts: 524/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 09-02-05 08:03 AM Link | Quote
I dunno, Sendy. Scanline manipulation's gotta make the processor take a major hit. And with all those custom blocks of yours...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 1312/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-03-05 06:23 AM Link | Quote
Well, after taking a look at what the updates were at school (I just browse while at school when I can...), I can see some very interesting things being done with this...

The scanlines would be a necessity for like... say a room before a boss that acts like a security camera. The lava effect is my favorite, though. I like how it looks really hot like it is supposed to. Just darken the effect a little and the palette for the level and it will look very neat... I think...

When do you think you might be able to release this? I am just wondering...

Also, will it do HDMA effects for sublevels or just go by the main level number (like will level 35, which goes off of 105 for example, have its own HDMA properties or have to share the effects of 105)?
Pages: 1 2 3 4Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Join the HDMA Revolution! | |


ABII


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



Page rendered in 0.021 seconds.