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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 - Join the HDMA Revolution! | |
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d4s

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Posted on 08-26-05 01:32 AM Link | Quote
Originally posted by Sukasa
In MMZ1, the desert are has a background that has certain points where the scroll settings are changed, but instead of having the scroll settings changed, the scanline counts are changed to give the illusion of heat distorting the background. Unfortunately, I can't get any useful screens of the effect.


i havent seen that but i think i know what youre talking about.
its probably the very same effect im using for the bg but using the v-scroll register, not the h-scroll one.
youre right, i totally forgot about that one, will include it right away.

the lava animation is also supposed to be heat distortion, im unsure what looks better for that, though.


(edited by d4s on 08-25-05 04:34 PM)
Sukasa

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Posted on 08-26-05 02:15 AM Link | Quote
Yeah, bu the difference is that the vertical one has to be quite slow in order for it to look right, with only a few scanline entries used.
mikepjr

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Posted on 08-26-05 02:45 AM Link | Quote
I love you d4s.

I truly truly truly love you.
LOL

I guess i can just stop where i am on what i was doing.

I don't care who gets to use this first just as long as i and everyone else get to use it period.



(edited by mikepjr on 08-25-05 05:46 PM)
Keikonium
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Posted on 08-26-05 03:24 AM Link | Quote
Give me the status bar thing and I'm happy. THAT just rocks.

I have an idea that I think may use HDMA. I saw it in a Breath Of Fire 2 hack on this board a while ago...I will try and find a screenshot. Mainly it was fire in the FG layering overtop of everything else. It looked really awesome.

Is it possible to use graphics in HDMA. Like make rain or snow, or something like that just like in YI? You entered a level with no snow. Then as you walked farther in, snow started coming down...or is that just layer 3 ediing...

~EDIT~

I found this site d4s and it may look fimilar to you. I guess it was you who did the flames then? This page gave me an idea. Why not make semi-transparent gradient message boxes? That would be awesome.


(edited by Keikonium on 08-25-05 06:36 PM)
ExKeeper

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Posted on 08-26-05 05:08 AM Link | Quote
Originally posted by d4s
Originally posted by Ice Man
I have another suggestion: Scrolling water like in DKC2.



screenshots and more details, please.
I tried to animate it, but I can't figure out how to make an avi from an emulator, so I just took a bunch of screens and combined them, it scrolls 3D as you move in the level, not continuously. the avi is here. please do not comment on the fact that I am using the slow host, freewebs, it is just that there are very few hosts that will let me upload sort of big files, and geocities sucks because it won't let me link from another site. Oh, and one thing I forgot to say, this movie file scrolls a little bit too fast, but I hope you can see what it is.


(edited by smwedit on 08-25-05 08:11 PM)
(edited by smwedit on 08-25-05 08:12 PM)
(edited by smwedit on 08-25-05 08:13 PM)
HyperLamer
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Sesshomaru
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Posted on 08-26-05 05:33 AM Link | Quote
Snes9x can record AVIs, or you could use ZSnes's 'Take screenshot and advance frame' feature repeatedly to grab each frame.
ExKeeper

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Posted on 08-26-05 05:39 AM Link | Quote
Originally posted by HyperHacker
Snes9x can record AVIs, or you could use ZSnes's 'Take screenshot and advance frame' feature repeatedly to grab each frame.
oh, maybe I had an outdated snes9x *goes to zophar's*
d4s

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Posted on 08-26-05 05:45 AM Link | Quote
Originally posted by Keikonium
Give me the status bar thing and I'm happy. THAT just rocks.

I have an idea that I think may use HDMA. I saw it in a Breath Of Fire 2 hack on this board a while ago...I will try and find a screenshot. Mainly it was fire in the FG layering overtop of everything else. It looked really awesome.

Is it possible to use graphics in HDMA. Like make rain or snow, or something like that just like in YI? You entered a level with no snow. Then as you walked farther in, snow started coming down...or is that just layer 3 ediing...

~EDIT~

I found this site d4s and it may look fimilar to you. I guess it was you who did the flames then? This page gave me an idea. Why not make semi-transparent gradient message boxes? That would be awesome.




you could put snow graphics on layer 3 (i dont think lunar magic supports layer 3 editing, though), then control layer 3 movement via hdma, but hdma doesnt have anything to do with tiles or tilemaps or stuff like that.

its a feature that writes 1 to 4 bytes to a register of the graphics chip on certain scanlines.
you can hardly copy graphics with it.


im currently having some slight priority problems.
first, im gonna explain the situation so you know what im talking about.

i dont know if you ever came across the term priority of layers, tilemap entries and sprites. it basically says which tiles are in the foreground and which are in the background.

to make a long story short: to properly enable color addition effects in smw, i have to move all bg layers to the mainscreen.
that means that certain sprites (growing shroom/flower, piranha plant, grapevine, lava dragon etc)
will disappear behind layer 2.

ok, so i just modified these sprites to always have sprite priority 2, making them visible again.
that led to the next problem:
because they were sprite priority 2, they also appeared in front of bg1, like this:



damn, so what did i do next?
of course, hack the bg1 level decompressor for both vertical and horizontal levels to have the bg1 tilemap priority bit set all the time for every tile.
that fixed the problem with the piranha plant, but made mario and all other sprites appear behind bg1 aswell, like this:



i could modify all sprites apart from the mentioned ones to always have bg priority 3. that'd mean i had basically moved all bg and sprite priorities up one level, apart from bg2.

and here is my question to you lunar magic users:


is it possible to modify each tiles priority in lunar magic so that mario can go behind objects on layer 1(like bushes etc)?

that would save me a lot of work.
if that'd be possible, i'd do nothing but move the few priority 1 sprites to priority 2 and you'd in turn have to use lunar magic to enable the priority on the pipes(for piranha plants) and on the lava (for lava dragons) etc.
shrooms and other power ups coming out of blocks are already fixed, btw.
thats because they dont share the same tilemap drawing routine as the rest of bg1, so its save to always have the blocks at maximum priority.




(edited by d4s on 08-25-05 08:51 PM)
Bio

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Posted on 08-26-05 05:53 AM Link | Quote
Yes, the 16x16 editor can, just select edit 16x16 atribute to remove the priority and then right click on the tile and press F9 to save,and in the first pics, you could have enabled layer priority for pipe it would have saved many time
Note: Sorry for my last post, I was in very bad mood when I've done it


(edited by Bio on 08-25-05 08:56 PM)
(edited by Bio on 08-25-05 08:57 PM)
(edited by Bio on 08-25-05 08:57 PM)
Simon

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Posted on 08-26-05 06:02 AM Link | Quote
Originally posted by d4s
is it possible to modify each tiles priority in lunar magic so that mario can go behind objects on layer 1(like bushes etc)?

You can enable or disable layer priority for each individual 16x16 tile in the map16 editor. However, that's only a matter of priority being on and off, there's no way of setting different levels of priority.
By the way, the pirahna plants usually go behind tiles even if layer priority is disabled so I guess they've got some special priority setting, but that probably doesn't help when you've been messing around with the rom like that?
d4s

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Posted on 08-26-05 06:12 AM Link | Quote
Originally posted by Simon
Originally posted by d4s
is it possible to modify each tiles priority in lunar magic so that mario can go behind objects on layer 1(like bushes etc)?

You can enable or disable layer priority for each individual 16x16 tile in the map16 editor. However, that's only a matter of priority being on and off, there's no way of setting different levels of priority.
By the way, the pirahna plants usually go behind tiles even if layer priority is disabled so I guess they've got some special priority setting, but that probably doesn't help when you've been messing around with the rom like that?


thanks both of you, thats great to hear and means less work for me. =)

tiles only have a priority bitflag, that means you can either enable or disable it, nothing more.
sprites have 2 priority bits, that means 4 levels of priority.
theres a global flag that sets layer 3 to maximum priority.
thats very useful for status bars that should be always visible.

a priority 1 sprite (default for piranha plant) will always go behind layer 1, no matter if the layer 1 tiles have the priority bit set, so thats fine, actually.
Cirvante

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Posted on 08-26-05 06:53 AM Link | Quote


Holy...shit...

HDMA... without any ASM? This must be a dream.

You, d4s, are a hacking god. Pure and simple.


(edited by Cirvante on 08-25-05 09:55 PM)
ExKay
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Posted on 08-26-05 06:25 PM Link | Quote
Okay d4s, here is a picture of the scrolling water from DKC2

Image hosted by Photobucket.com

The bottom part of the water scrolls fast and the higher the water is, the slower it scrolls. That means, that the upper water tiles scroll very slow. I also would like to see scrolling clouds.
Sukasa

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Posted on 08-26-05 09:38 PM Link | Quote
You had to? What are your TD&TMW, TS&TSW, and CGADSUB settings? I never ran into that problem when working with transparency settings on level mode 0x1E.
ExKay
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Posted on 08-26-05 10:19 PM Link | Quote
Erm, are you answering to my sig?
Sukasa

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Posted on 08-26-05 10:20 PM Link | Quote
No, d4s' problem with layering and the TD&TMW, TS&TSW, and CGADSUB settings.
d4s

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Posted on 08-27-05 03:22 AM Link | Quote
Originally posted by Sukasa
You had to? What are your TD&TMW, TS&TSW, and CGADSUB settings? I never ran into that problem when working with transparency settings on level mode 0x1E.


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... ~_=

and mate, do me a favor, open lunar magic and change a level (i used 105) to screen mode 1e, then try to look for the piranha plant in that level and try entering a pipe.
see what i mean?
the plant and a pipe-entering mario sprite disappear behind layer 2.
thats because mode 1e puts sprites on the subscreen, not on the mainscreen.
a priority problem, similar to mine, but not exactly the same one.

besides, im not using that so-called mode 1e, im not using any of these.
main reason is that i want to have color addition but dont want the layers to be translucent.
the closest to my standard configuration would be mode 02(everything on the mainscreen and nothing on the subscreen), with the exception that you cant put background data on layer 2 with mode 02, only level data.
most likely due to the mentioned priority problems.

but as i said, the so-called problems are no more because you can set the priority bit for lava and pipe tiles in lunar magic and be done with it. =)



Originally posted by Ice Man
Okay d4s, here is a picture of the scrolling water from DKC2

Image hosted by Photobucket.com

The bottom part of the water scrolls fast and the higher the water is, the slower it scrolls. That means, that the upper water tiles scroll very slow. I also would like to see scrolling clouds.


oh, that water.
why didnt you say level 1 in the first place.
looks damn sexy, thats for sure.
have a close look at the intro i coded.
right, thats exactly the same effect, bg2 scrolling at different horizontal speeds.
i can add that, yes, but im not adding the vertical hdma scroll dkc2 uses.
not enough cpu cycles left.
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Posted on 08-27-05 12:04 PM Link | Quote
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.
MathOnNapkins

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Posted on 08-27-05 04:10 PM Link | Quote
Yoshi and Qwertie are pretty much all there is out there. Everything else you see is a rip off or slight modification, and thus a regurgitation. I don't know for sure at this time but I seem to remember there were some slight conflicts in variable naming between Yoshi's docs and the ones that ripped it off. Qwertie doesn't usually write the "names" of the registers anyway. He writes titles that are generally more descriptive, whereas Yoshi's doc has short abbreviations which I frind hard to remember usually.
ExKeeper

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Posted on 08-27-05 07:06 PM Link | Quote
for that DKC2 water, make it increase the speed of scrolling as you move in the level.

Edit: or decrease it if you move backwards


(edited by smwedit on 08-27-05 10:34 PM)
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