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06-24-24 01:27 PM
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Acmlm's Board - I3 Archive - SMW Hacking - More Map 16 Pages
  
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Techokami
Posts: 249/303
Only thing that can be done: make your ExGFX use a similar layout to other tilesets in the SMW ROM.
FPI
Posts: 63/197
Originally posted by lynch82


But really, who needs THAT much Map16 space . . .


Me, for example. Actually, not for the BGs, but for the FG stuff.
I know it would be possible of course, to use the way Nintendo did, and place all your custom ground tiles which have the same behaviour etc everytime in the same location of the ExGFX-file and use the same palette all the time, so you could use the same map16-space for a lot of different tiles again and again... but I never cared about that so much, because I also never thought that I would need so much space.
1169
Posts: 35/36
Originally posted by Bio
. . . the main problem will be that you will need to edit the new map16 with hex


Agreed, it would be painful; but if for some reason you realy need that much Map16 you could do it (you could import it using Lunars Map16 facility, then simply cut & paste the data to your new location in your hex editor, and then re-import the old stuff) . . .

But really, who needs THAT much Map16 space . . . that would be one funky chicken of a game. (Unless you are really big on custom backgrounds for some reason, in which case I could probably see a point . . . but me, I like simple palette shifted backgrounds)
C:/xkas bio.asm
Posts: 552/1209
as long as you protect the data with a RATS tag, lunar magic shouldn't be able to overwrite it, the main problem will be that you will need to edit the new map16 with hex
1169
Posts: 34/36
Bio has a point; it would be next to trivial (for an ASM hacker) to just make a secondary Map16 block and copy segments of it in and out as needed using a fairly simple sub-routine.

You wouldn't want to use LevelASM though, as it is called every frame. Though last night with BMF's help I figured that out anyway: Level Load (One Call) Sub-Routine

I think the biggest problem though would be that if you wanted to litterally have double the Map16 (or more) you would have to extend the ROM . . . and in my experience, Lunar Magic does not like that. (Also even if it did, your extra-Map16 would not be accessible in Lunar Magic)
C:/xkas bio.asm
Posts: 551/1209
okay, I will stop being stupid, but insted that copy the whole SMW, why not just copy the whole map16 data and make the game load the new map16 data with levelASM or something...
Glyphodon
Posts: 134/536
Asdf gets a Seal of Approval for Harsh but Truthful Commentary and lynch82 gets one for Inappropriate but Hilarious Commentary.

Bio has missed the mark and I now ask him to never post a nonsensical, heavily exaggerated "Hey, I want to make fun of this guy too" comment ever again.
C:/xkas bio.asm
Posts: 550/1209
ZOMG this IDEA is TEH AWESOMEST, TeHn haX Lm Wit teh sOuCre Cdoe and SMA
1169
Posts: 33/36
OMG! Why don't we weild two SNES consoles together while we are at it; it would be, like, twice as powerful . . .
asdf
Posts: 1995/4077
...

Just.

...

That doesn't even make sense. Itd be much easier and more practical to manually hack the ability to have them in. Besides, there is plenty of Map16 space available without having to go through all this.
BlindTheThief
Posts: 31/57
Alright, I think I have this genius idea to get unlimited map 16 pages, but i need help. What if we COMBINE two SMW roms to have more map 16 pages? If anyone knows how to do this, that would be pretty freaking sweet.
Acmlm's Board - I3 Archive - SMW Hacking - More Map 16 Pages


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