Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
0 users currently in SMW Hacking. |
Acmlm's Board - I3 Archive - SMW Hacking - ASM question | New poll | | |
Add to favorites | Next newer thread | Next older thread |
User | Post | ||||||||||||||||||||||||||||||||||||||||||||
cory21391 Red Cheep-cheep Since: 04-21-06 From: North Carolina Last post: 6490 days Last view: 6490 days |
| ||||||||||||||||||||||||||||||||||||||||||||
Seeing as how I'm lazy and don't want to take hundreds of tiles of something to make a BG of it; couldn't you (in theory) make an asm hack in the game where you can make the game read the layer 2 BG data from a certain offset where at that offset; you had a PNG or BMP picture inserted? Or could you use pic2snes to make the snes formatted picture and put it there so that it renders layer 2 as the picture. That way, you wouldn't have to rip dozens of tiles from a game's BG. Then I suppose the scrolling would still work. As long as you kept the size/colors/palettes in check (so that you don't have a pic with like 1000 colors that the SNES couldn't even read or display) wouldn't this work? If so, how would you go about doing it with a hex editor (info on layer 2; BGs ; blah, blah, blah...) (edited by cory21391 on 07-13-06 10:18 AM) (edited by cory21391 on 07-13-06 10:18 AM) |
|||||||||||||||||||||||||||||||||||||||||||||
wtfweb Red Koopa Since: 02-10-06 Last post: 6442 days Last view: 6433 days |
| ||||||||||||||||||||||||||||||||||||||||||||
m-16 7k is a method that does this... with pic2snes, for which you'll also need a image editing program that can make old style pcx files. i have paint shop pro 3.11 for this purpose which i know can be found online for free.
anyway here's a tutorial here i haven't read it but i assume it's good oh also, a word of advice, if pic2snes makes a file with over 128 tiles for your background you may have problems as m16-7k will spill extra 8x8 tiles into the next graphics file, which is usually used for foreground objects, not the background (edited by wtfweb on 07-13-06 11:03 AM) |
|||||||||||||||||||||||||||||||||||||||||||||
HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6432 days Last view: 6432 days |
| ||||||||||||||||||||||||||||||||||||||||||||
I don't think the SNES can display bitmaps, at least not with two tile layers and sprites. | |||||||||||||||||||||||||||||||||||||||||||||
Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6431 days Last view: 6431 days |
| ||||||||||||||||||||||||||||||||||||||||||||
It's theoretically possible, but it'd be a lot less trouble to assemble it with the real graphical files. | |||||||||||||||||||||||||||||||||||||||||||||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6432 days Last view: 6431 days |
| ||||||||||||||||||||||||||||||||||||||||||||
Originally posted by HyperMackerel *sigh* MODE # of BGs Max Colors/Tile Palettes Colors Total 0 4 4 32 (8 per BG) 128 (32 per BG*4 BGs) 1 3 BG1/BG2:16 BG3:4 8 BG1/BG2:128 BG3:32 2 2 16 8 128 3 2 BG1:256 BG2:16 BG1:1 BG2:8 BG1:256 BG2:128 4 2 BG1:256 BG2:4 BG1:1 BG2:8 BG1:256 BG2:32 5 2 BG1:16 BG2:4 8 BG1:128 BG2:32 (Interlaced mode) 6 1 16 8 128 (Interlaced mode) 7 1 256 1 256 Look at mode 3 and 4. (Mode 7 is a famous one used for pseudo 3D, and Mode 1 is by far the most common graphics mode.) Mode 3 would allow you to have a 256 color bitmap on BG1, and a standard 4bpp tilemap on BG2. Plus sprites. Of course, there would be lots of overlap on what colors would be used between BG1/2 and the sprites b/c there's only (edited by MathOnNapkins on 07-14-06 01:23 AM) |
|||||||||||||||||||||||||||||||||||||||||||||
HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6432 days Last view: 6432 days |
| ||||||||||||||||||||||||||||||||||||||||||||
Tsk, what a mess.
|
|||||||||||||||||||||||||||||||||||||||||||||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6432 days Last view: 6431 days |
| ||||||||||||||||||||||||||||||||||||||||||||
I got it from qwertie's page. So sue me if this board scrunches up white space. | |||||||||||||||||||||||||||||||||||||||||||||
cory21391 Red Cheep-cheep Since: 04-21-06 From: North Carolina Last post: 6490 days Last view: 6490 days |
| ||||||||||||||||||||||||||||||||||||||||||||
actually, I was referring to it pointing to Layer 2 BG image as a pic WITOUT USING (overriding) the map 16 tiles so that you could use more that 128 tiles. I know that SNES only supports 128 tiles; but when I tryed to rip some DKC BGs using the m167k code; some of them have 300+ tiles in them. | |||||||||||||||||||||||||||||||||||||||||||||
wtfweb Red Koopa Since: 02-10-06 Last post: 6442 days Last view: 6433 days |
| ||||||||||||||||||||||||||||||||||||||||||||
300+ tiles seems like an awful lot... remember that when you run your .pcx image through pic2snes it needs to be lined up perfectly in an imaginary 8x8 grid. that's the only way it will recognize the tiles that are actually repeated (there should be a lot of these). if the number of tiles pic2snes says were optimized is low then your .pcx alignment is probably the problem.
although you may be doing it right and the background really is that many tiles, i guess. but if you've seen it used in any other mario world hack then, again, your image probably just isn't lined up right. |
|||||||||||||||||||||||||||||||||||||||||||||
cory21391 Red Cheep-cheep Since: 04-21-06 From: North Carolina Last post: 6490 days Last view: 6490 days |
| ||||||||||||||||||||||||||||||||||||||||||||
So.. what's the PCX size again; (128?) and that may be the problem. Does anyone know where the address for the BG tiles for the Donkey Kong Country SNES mountains are (in a PC address so I can jump to it in Tile Ed 2000.) The only ExGFX set for this i found was the GBC version (total gayness) so I'm going to try to rip it myself. The only thing I hate would be the palettes
Or, better yet; does anyone know where I can download an ExGFX set for this (SNES VERSION)? Thanks! By the way; I've been trying it by taking a snapshot and resizing it (long time ago.) (edited by cory21391 on 07-18-06 02:02 PM) |
Add to favorites | Next newer thread | Next older thread |
Acmlm's Board - I3 Archive - SMW Hacking - ASM question | | |