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0 users currently in SMW Hacking. |
User | Post |
HyperHacker Posts: 4062/5072 |
The game seems to have separate scroll position variables for the graphics and collision map. If you move really really fast or modify them in RAM, the two can get out of sync, so you're seeing screen 2 but colliding with screen 4. |
Glyphodon Posts: 479/536 |
...well, crap. Because various tricks allow the game to think the ground is where it's not, I was under the impression they were stored separately.
I wonder still, though, about the pseudo3D effect. Is there a way to make the game think Layer 1, collision-wise, is in a slightly different position than it is, and draw all sprites slightly above or below the ground? |
Sukasa Posts: 1892/2068 |
it woudl be cool, but you'd need cartridge RAM to do most likely. See, SMW uses the layer 1 tilemap as botha collision and GFX tilemap, the GFX tilemap used in conjunction with the MAP16 data tables IIRC. And I believe that the platforms the reznor sit on are sprites, and the sprite move in tune with the Mode7 background layer. So, to searate the maps woudl require extra RAM, a repointing of all the pointers in the layer-related GFX routines, and the load-level routine hacked to copy all the data from the gameplay tilemap to the graphical tilemap after the load is finished, and just before the first draw of the level occurs. Due to the way SMW handles GFZX and collision, it's not as hard as it sounds, I should think. |
Glyphodon Posts: 478/536 |
Okay, so, there's the layer 1 graphic map, and there's the collision map. This collision map handles whether Mario is standing or not while the graphic map shows you what it is he's standing on, basically.
If the two could be separated... cool stuff could happen, right? Pseudo3D effects could be done by automatically compensating for tilted graphics or Layer 1 could use an entirely different graphic effect entirely while keeping the walls and floor intact gameplay-wise (Reznor does this with its bridge, I think). So... how easy is what I'm talking about here? If anybody can tell me more about the way SMW handles collisions, that would be great. |