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 - Experience the HDMA Revolution! [Release] | |
Pages: 1 2 3 4Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
d4s

Panser
Level: 29

Posts: 319/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 10-04-05 01:19 AM Link | Quote
Originally posted by smwedit
I added the shaded status bar effect to every single level, did it with the correct rom, but it screwed up all the overworld colors


show me a screenshot of that, please.
before going into details, are you 100% sure you didnt mess up the order or number of levels configs in the levelattributes.txt file?
XPeter

Fuzz Ball
Level: 42

Posts: 852/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 10-06-05 12:50 PM Link | Quote
Originally written in the ReadMe by d4s
if you want to display a colour composed of 3 different red, green and blue intensities, you'd therefore
have to use 3 table entries for that.



And how can i do that without using up a scanline? setting the scanline count to $00 terminates the gradient, so how can i write 3 table entries to the same scanline?
d4s

Panser
Level: 29

Posts: 323/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 10-06-05 01:53 PM Link | Quote
Originally posted by peter_ac
Originally written in the ReadMe by d4s
if you want to display a colour composed of 3 different red, green and blue intensities, you'd therefore
have to use 3 table entries for that.



And how can i do that without using up a scanline? setting the scanline count to $00 terminates the gradient, so how can i write 3 table entries to the same scanline?


you cant.
but you don't have to in most of the cases.
select the first color in lunar magic (background color), then go from there and fade in one, two or three colors at the same time.
i have yet to see a gradient that absolutely cant be reproduced using this system.
you could post a screenshot of the one youre trying to reproduce, though.
XPeter

Fuzz Ball
Level: 42

Posts: 854/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 10-07-05 06:46 PM Link | Quote
how can i make red, green and blue increase by 8 in one entry?

11100001 just makes all 3 go to 8, it doesn't add it on to the original color.

Please help me with this.
d4s

Panser
Level: 29

Posts: 324/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 10-07-05 10:28 PM Link | Quote
Originally posted by peter_ac
how can i make red, green and blue increase by 8 in one entry?

11100001 just makes all 3 go to 8, it doesn't add it on to the original color.

Please help me with this.


again, you cant.
you can only specify direct colors.
for that particular blue to white fade you mentioned, try setting the background color in lunar magic to something similar, but keep the green and red values at the same level, like 1/3 intensity, while having blue at full or near-full intensity all the time.

now gradually increase red and green to near-full level.
this is only an approximation, but it should do the job.

if you must have different red and green values, try changing each of them on individual scanlines, but try to maintain equal numbers of lines between the changes.
wont look that bad, either.


(edited by d4s on 10-07-05 01:30 PM)
(edited by d4s on 10-07-05 01:32 PM)
XPeter

Fuzz Ball
Level: 42

Posts: 855/963
EXP: 501695
For next: 19667

Since: 01-24-05
From: South Ireland

Since last post: 1 hour
Last activity: 26 min.
Posted on 10-08-05 02:40 PM Link | Quote
Okay, I did what you said, and I got this:



At least the shape's right I guess.
mario le grand

Micro-Goomba
Level: 8

Posts: 13/19
EXP: 1743
For next: 444

Since: 08-16-04

Since last post: 2 days
Last activity: 1 day
Posted on 10-08-05 03:56 PM Link | Quote
hello sorry but once my Rom patcher I do not going has to put it in 200 byte: / thus if somebody could explain to me his would be cool
Xkeeper 2.0

Hammer Brother
Local ModeratorAdministratorLocal Moderator
Again... :P
Level: 49

Posts: 753/1091
EXP: 880818
For next: 3065

Since: 03-15-04

Since last post: 5 hours
Last activity: 3 hours
Posted on 10-09-05 02:52 AM Link | Quote
Originally posted by mario le grand
hello sorry but once my Rom patcher I do not going has to put it in 200 byte: / thus if somebody could explain to me his would be cool


I'm guessing he can't remove the 200 byte header... :-\
Snes9X can do this automatically for you, I think... (At least Geiger's debugger can...)
Pages: 1 2 3 4Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Experience the HDMA Revolution! [Release] | |


ABII


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



Page rendered in 0.007 seconds.