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07-01-24 05:16 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - Finding RGB Values of Save State colors New poll | |
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Someguy

Tooky


 





Since: 11-17-05
From: West Virginia-USA

Last post: 6348 days
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Posted on 11-02-06 03:53 PM Link | Quote
I wonder if it's possible to change the code to load all the palettes, then inserting SMB3 overworlds like this would be easier(and making custom ones would be easier too of course)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6355 days
Last view: 6342 days
Posted on 11-02-06 05:08 PM Link | Quote
Originally posted by Pac
pikaguy900, if you want a SMB3 overworld just like that ^, send me your hack, and if I have the time, I'll put it in for you.

Okay! The thing is, all I've been doing so far on that hack is modifying the overworld (it's a different hack than the one I released a demo of a few days ago), and I'm sure I messed it up, so let me fix it real quick and I'll send it to you. I'll try via PM, okay?
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: 6343 days
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Posted on 11-02-06 09:51 PM Link | Quote
Pac, thanks, that should be quite helpful. Kinda sucks that so few of the colours are useable. I might have to hack up a per-submap custom OW palette system if it hasn't already been done.

I could send you my hack but could I ask why? I already deleted the tiles I was testing with in that pic I'm afraid. It was ages ago but I figure that tile might have been from the wrong section or on the wrong layer or something dumb like that.

Just some questions though:
Originally posted by Pac
Colours 0 and 8 on every row will be used for transparency. They are not black.

So on layer 1 they'd use the background colour?


If you are using a layer 1 tile made up of 8x8 tiles from the green region, they can only use the last 8, which are x8 to xF.

The tiles used for the SMW animations can only use the first 8 colours, x0 to x7.

What happens if I use the others here?
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6343 days
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Posted on 11-02-06 10:12 PM Link | Quote
I fixed something on points 3 and 4 there. Those two rules actually apply to Layer 2 as well.

Originally posted by HyperHacker
but I figure that tile might have been from the wrong section or on the wrong layer or something dumb like that.
My fisrt thought was that you may have drawn it wrong; they look like the same colour, so it's an easy mistake after all.

Originally posted by HyperHacker
So on layer 1 they'd use the background colour?
Exactly; you'll see layer 2 behind it.

Originally posted by HyperHacker
What happens if I use the others here?
Good question.

they can only use the last 8, which are x8 to xF - A pixel coloured with x1 will show up as x9, a pixel coloured with x2 will show up as A, 3 to B, 4 to C, etc.

The tiles used for the SMW animations can only use the first 8 colours, x0 to x7 - Same thing as above. xF will show up as x7, E as 6, and so on.

These are some of the few tiles in the game that FuSoYa didn't convert from 3BPP to 4BPP. Therfore they can only use 8 colours, and trying to map them to another side of the row will just mirror them back to its own side.
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