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06-16-24 04:37 PM
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cory21391

Red Cheep-cheep








Since: 04-21-06
From: North Carolina

Last post: 6385 days
Last view: 6385 days
Posted on 07-13-06 11:17 AM Link | Quote
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: 6338 days
Last view: 6328 days
Posted on 07-13-06 12:00 PM Link | Quote
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: 6328 days
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Posted on 07-13-06 03:00 PM Link | Quote
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: 6327 days
Last view: 6327 days
Posted on 07-13-06 04:26 PM Link | Quote
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: 6327 days
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Posted on 07-14-06 02:12 AM Link | Quote
Originally posted by HyperMackerel
I don't think the SNES can display bitmaps, at least not with two tile layers and sprites.


*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 512K 512 bytes of CGRAM which means only 256 colors defineable at all.


(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: 6328 days
Last view: 6328 days
Posted on 07-14-06 07:41 PM Link | Quote
Tsk, what a mess.
ModeBGsMax colours/tilePalettesColours total
04432 (8 per BG)128 (32 per BG * 4 BGs)
13BG1/BG2:16 BG3:48BG1/BG2:128 BG3:32
22168128
32BG1:256 BG2:16BG1:1 BG2:8BG1:256 BG2:128
42BG1:256 BG2:4BG1:1 BG2:8BG1:256 BG2:32
52BG1:16 BG2:48BG1:128 BG2:32 (Interlaced mode)
61168128 (Interlaced mode)
712561256

MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6327 days
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Posted on 07-15-06 01:54 AM Link | Quote
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: 6385 days
Last view: 6385 days
Posted on 07-17-06 12:43 PM Link | Quote
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: 6338 days
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Posted on 07-17-06 01:33 PM Link | Quote
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: 6385 days
Last view: 6385 days
Posted on 07-18-06 03:01 PM Link | Quote
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)
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