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Main - SMW Hacking - Question about the title screen. New thread | New reply


MiniCompute
Posted on 05-01-07 03:11 AM Link | Quote | ID: 31765


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What should be the exact size of the title screen and color depth of the fonts ? I'm going to use a Hard Rock cafe font for my hack. I got it to once work but it was a background pic and had almost screwed up the hack early last spring.

p.s.
when importing to yy-chr how exactly should it be
cut up to fit in the allgfx.bin file ?

Thanks for any help

Cat Justice
Posted on 05-01-07 05:47 AM Link | Quote | ID: 31829


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Like all SNES roms, the entire screen is

-256x224 pixels
-32x28 tiles (8x8)
-16x14 tiles (16x16)

The graphics sets are all
-128x64 pixels
-16x8 tiles (8x8)


I'm not sure what you're implying about the "color depth" of any particular "font" (as the game doesn't use any fonts) there are a total of 14 editable colors and 2 basic colors (transparent and white).

I don't recommend that you use yy-chr to slap on your graphics as this can cause some serious palette problems and more painstaking adjustments to make, but you don't have to take my word for it.

MiniCompute
Posted on 05-01-07 07:58 AM Link | Quote | ID: 31864


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This what I'm going or to try to put in my hack:


Xkeeper
Posted on 05-01-07 01:51 PM Link | Quote | ID: 31903


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This is what's going into your hack (with a little minor change or so):



____________________
I dealt with it.

MiniCompute
Posted on 05-01-07 01:55 PM Link | Quote | ID: 31904


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I appreciate the font color adjustment XK, however though I was going to do it myself later on...... but hey, fuck it.......

Thank you for the help.

HyperHacker
Posted on 05-02-07 04:19 AM Link | Quote | ID: 32159

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The title is on layer 3, so you only get 4 colours per tile, and one is transparent. However you can use some tricks to put it on layer 1 or 2, for 16 colours:

1) SMB1-style. The title scrolls away with the rest of the level.
2) No scrolling.
3) Title on layer 1, level and "fake" background (using passable blocks, HDMA colours, layer 3 etc) on layer 2, with some ASM hacks (custom sprites would do) to automatically scroll layer 1 so it stays on the screen.
4) ASM fun - title is sprites, upload new sprites to VRAM in HBlank.

With methods 2, 3 and 4 you could still put some additional tiles on layer 3, to e.g. fake 19 colours per tile or create special effects.

One hack I saw, possibly a beta of Super Mario Odyssey, used method 2 with a mask. That is, on layer 1 was a monochrome bitmap of the title - solid black with the game's name spelled out in transparent pixels. It had a gold texture scroll by below on layer 2. This made it look like the title was gold and shimmering. Pretty cool.

Bio
Posted on 05-02-07 04:35 AM Link | Quote | ID: 32180


Red Paragoomba
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Posted by HyperHacker
4) ASM fun - title is sprites, upload new sprites to VRAM in HBlank.
Last time I checked, VRAM could only be acessed during Vblank or forced blank

Sukasa
Posted on 05-02-07 05:28 AM Link | Quote | ID: 32208


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Posted by HyperHacker
One hack I saw, possibly a beta of Super Mario Odyssey, used method 2 with a mask. That is, on layer 1 was a monochrome bitmap of the title - solid black with the game's name spelled out in transparent pixels. It had a gold texture scroll by below on layer 2. This made it look like the title was gold and shimmering. Pretty cool.


Actually, I believe it was the large silver text, but yes you're right.

Also: AFAIK VRAM *can* be accessed, but it might cause graphical corruption mid-render as teh GFX for an object change as it's being drawn. Not fun

One good place to upload sprites woudl be during NMI

MathOnNapkins
Posted on 05-02-07 05:54 AM (rev. 2 of 05-02-07 05:55 AM) Link | Quote | ID: 32212


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You can't upload new sprites in hblank.

(And even if you could, you wouldn't have enough cycles to make it worth your time)

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HyperHacker
Posted on 05-02-07 07:21 AM Link | Quote | ID: 32236

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What? No fair. Even the Game Boy could do that.

Bio
Posted on 05-02-07 07:59 AM Link | Quote | ID: 32251


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Posted by HyperHacker
What? No fair. Even the Game Boy could do that.
If I renember correctly, even the NES could (SMB3 do it when it reach the status bar). I was very pissed when I noticed I couldn't do it since I was in the process of attempting to DMA new layer 3 graphics once the game reach the end of the status bar

HyperHacker
Posted on 05-02-07 08:27 AM Link | Quote | ID: 32259

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Yeah, I had considered that idea before (but with palettes, not graphics), but since the layers are all drawn at once, it wouldn't have worked anyway.

I don't think NES could, but the MMC3 chip that SMB3 used provided some such function.

Main - SMW Hacking - Question about the title screen. New thread | New reply

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