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05-23-24 06:26 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Super mario world FX 0.b + Vanish mario code New poll | |
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C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
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Posted on 11-15-06 01:20 AM Link | Quote
In the last week, I've tried to find a way to use the SuperFX chip in SMW. after reading ton of documentation and reverse-engenering the way YI handle the superFX, I finally manage to get it to work...

first of all, the code will make a back-up of VRAM in SRAM, the back-up is mapped this way

70:0000 - 70:01A7: reserved for SMW's saved game
70:01A8 - 70:1000: free SRAM
70:1000 - 70:6c00: Mario graphic
70:6c00 - 70:6dFF: CGRAM
70:8500 - 70:FFFF: reserved for the output of superFX calculation
71:0000 - 71:3FFF: FG1, FG2, BG1, FG3 GFX
71:4000 - 71:7FFF: SP1, SP2, SP3, SP4 GFX
71:8000 - 71:9FFF: Layer 3 GFX
71:9FFF- 71:FFFF: reserved for the output of superFX calculation

note: SRAM adress 70:0000 - 70:1FFF are mirrored at 6000 - 7FFF in bank 00 - 3F and 80 - BF

then to activate the superFX, write the function you want to use to XX:3000 and JSL to 9C:B000 (not 1C:B000)

the file also include a code I made to be vanish mario, it could easly be activated by a custom block or sprite by writing a value to 70:0663
here a (badly made) GIF that show the visual effect:


now, I will probably go to sleep because I'm barely awake

edit:gah, I forgot to post the file link


(edited by C:/xkas bio.asm on 11-15-06 12:25 AM)
(edited by C:/xkas bio.asm on 11-15-06 12:29 AM)
(edited by C:/xkas bio.asm on 11-20-06 06:50 PM)
(edited by C:/xkas bio.asm on 11-28-06 07:17 AM)
(edited by C:/xkas bio.asm on 11-28-06 07:18 AM)
Raccoon Sam

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Since: 11-20-05
From: Correct

Last post: 6304 days
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Posted on 11-15-06 02:42 AM Link | Quote
Hoolyy..
Great job, once again! It may just be me, but I find this strangely amusing.
blackhole89
Moronic Thread Bodycount: 17
(since 2006-08-21 09:50 EST)
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Since: 12-31-69
From: Dresden/SN/DE

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Posted on 11-15-06 12:04 PM Link | Quote


I am not exaggerating if I state this is the most epic breakthrough in Super Mario World hacking since HDMA.

Say, what did you use to assemble the SuperFX code?
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6304 days
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Posted on 11-15-06 12:39 PM Link | Quote
Wow. Just, wow. That's all I can say to this
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6305 days
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Posted on 11-15-06 12:53 PM Link | Quote
Hmmm. It will be interesting to see what this will lead to.

*Dreams about real-time sprite scaling/rotation*
*Dreams about a 3D version of SMW*


(edited by Smallhacker on 11-15-06 11:53 AM)
Raccoon Sam

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Since: 11-20-05
From: Correct

Last post: 6304 days
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Posted on 11-15-06 01:06 PM Link | Quote
But what was that thing that allowed the Reznor background plate to both, Spin and Scale?
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6304 days
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Posted on 11-15-06 06:32 PM Link | Quote
Mode7 and the regular SNES GPU. Now, I have to ask- How would I add an effect to where it's not amrio, but a selectable 8x8 tile or tiles that are half-visible?
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6318 days
Last view: 6304 days
Posted on 11-15-06 10:15 PM Link | Quote
(09:02:50 PM) Kinsie: new smw hacking awesome
(09:02:59 PM) Kinsie: Bio inserted SuperFX support!
(09:03:18 PM) [Techokami]: I thought awesome SMW hacking stuff was extinct by n-OH HELL YES
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-15-06 10:49 PM Link | Quote
Originally posted by /dev/null
Say, what did you use to assemble the SuperFX code?

I made the code in hex
Originally posted by Smallhacker
*Dreams about real-time sprite scaling/rotation*

this is my ultimate goal
Originally posted by Sukasa
Now, I have to ask- How would I add an effect to where it's not amrio, but a selectable 8x8 tile or tiles that are half-visible?

that remind me that I should release the source of the code runned by the SuperFX

1d:8000 a0 70 ibt r0,#$70 \
1d:8002 3e alt2 |set RAM bank to 70
1d:8003 df ramb /
1d:8004 fa 00 10 iwt r10,#$1000 |set source adress to 1000
1d:8007 f9 00 85 iwt r9,#$8500 |set destination adress to 8500
1d:800a fc 00 2e iwt r12,#$2e00 |set number of word tranfered
1d:800d a2 00 ibt r2,#$00 |this is a now-useless stuff I forgot to delete
1d:800f 02 cache |enable cache
1d:8010 2f with r15 \
1d:8011 1d move r13,r15 / set loop destination
1d:8012 4a ldw (r10) \
1d:8013 21 with r1 |
1d:8014 4f not |
1d:8015 20 with r0 |
1d:8016 71 and r1 |the actual code to make mario GFX half-visible
1d:8017 39 stw (r9) |
1d:8018 da inc r10 |
1d:8019 da inc r10 |
1d:801a d9 inc r9 |
1d:801b 3c loop /
1d:801c d9 inc r9 |this byte get loaded after the loop due to superFX's pipeline processing
1d:801d f9 80 d2 iwt r9,#$d280 \
1d:8020 fc 40 00 iwt r12,#$0040 |this is to restore the berry frame that are stored whitin mario GFX
1d:8023 fa 80 5d iwt r10,#$5d80
1d:8026 2f with r15
1d:8027 1d move r13,r15
1d:8028 4a ldw (r10)
1d:8029 39 stw (r9)
1d:802a da inc r10
1d:802b da inc r10
1d:802c d9 inc r9
1d:802d 3c loop
1d:802e d9 inc r9
1d:802f f9 80 d4 iwt r9,#$d480
1d:8032 fc 40 00 iwt r12,#$0040
1d:8035 fa 80 5f iwt r10,#$5f80
1d:8038 2f with r15
1d:8039 1d move r13,r15
1d:803a 4a ldw (r10)
1d:803b 39 stw (r9)
1d:803c da inc r10
1d:803d da inc r10
1d:803e d9 inc r9
1d:803f 3c loop
1d:8039 d9 inc r9
1d:803a 4a ldw (r10)
1d:803b 39 stw (r9)
1d:803c da inc r10
1d:803d da inc r10
1d:803e d9 inc r9
1d:803f 3c loop |
1d:8040 d9 inc r9 /
1d:8041 00 stop |end of code


I also updated to patch to allow it to be used on headered ROM and added RATS tag as well as removing some useless code
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

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Posted on 11-15-06 11:54 PM Link | Quote
Cool. Now, where would I find information on the SuperFX and programming it? I'd need to know how to code the damned thing before I can add in the functionality I want, right? thanks.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
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Posted on 11-16-06 12:31 AM Link | Quote
Originally posted by Sukasa
Cool. Now, where would I find information on the SuperFX and programming it? I'd need to know how to code the damned thing before I can add in the functionality I want, right? thanks.

the documentation I used is the SNES dev manual , it include most of the opcode with a description and their hex equivalent, the only opcode missing is 'with rn' wich set both the Sreg and the Dreg to the operand, his hex equivalent is 2n (n=0~15)
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: 6304 days
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Posted on 11-16-06 02:45 AM Link | Quote
omgwoooooooooot. I was looking into SFX a long time ago but decided due to lack of documentation SA1 would be better. Never did anything with it though.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

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Posted on 11-16-06 11:55 AM Link | Quote
1337. Now I'm gonna use that proc.
blackhole89
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Since: 12-31-69
From: Dresden/SN/DE

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Posted on 11-17-06 08:03 AM Link | Quote
Bio: Any chance you could link me to an opcode table for that? I could even go as far as writing a simplistic assembler if provided one... that'd make things easier for potentual future developers.
Xkeeper
Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is.


 





Since: 11-17-05
From: Henderson, Nevada

Last post: 6304 days
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Posted on 11-17-06 03:17 PM Link | Quote
... this might be more interesting, except don't forget that this will lower the chances of ever seeing your hack on a real SNES down to roughly zero.

Not to mention, is it even confirmed this works on an actual SNES?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-17-06 03:28 PM Link | Quote
Originally posted by /dev/null
Bio: Any chance you could link me to an opcode table for that? I could even go as far as writing a simplistic assembler if provided one... that'd make things easier for potentual future developers.

look at the attachement
Originally posted by Xkeeper
... this might be more interesting, except don't forget that this will lower the chances of ever seeing your hack on a real SNES down to roughly zero.

Not to mention, is it even confirmed this works on an actual SNES?

At least it can't be worse than DW:TLC ExHIROM setting

Attachments

superFXopcode.txt (2267b) - views: 53
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: 6304 days
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Posted on 11-18-06 12:47 AM Link | Quote
Why exactly couldn't someone build a SuperFX flash cart?
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6304 days
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Posted on 11-18-06 12:50 AM Link | Quote
why couldn't they strip a stunt race FX cart's ROm off and use that? I'm doing that for star fox 2
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6304 days
Last view: 6303 days
Posted on 11-21-06 11:43 PM Link | Quote
I've made a custom sprite for the vanish cap(so people will be able to actualy USE the code) I also re-uploaded the vanish mario code to fix some other random bug

I will also start the dissassambly of a few of YI superFX code

Attachments

vanishcap.zip (3584b) - views: 27
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6304 days
Last view: 6303 days
Posted on 11-22-06 02:34 AM Link | Quote
Originally posted by C:/xkas bio.asm
I will also start the dissassambly of a few of YI superFX code


Inform me if you find what handles the rotation of Helicopter Yoshi.
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Acmlm's Board - I3 Archive - SMW Hacking - Super mario world FX 0.b + Vanish mario code |


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