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Main - ROM Hacking - SNES Transparency mode | New thread | New reply |
dirtbag |
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Red Koopa Level: 27 Posts: 49/128 EXP: 114671 Next: 1488 Since: 02-24-07 Last post: 3186 days Last view: 3100 days |
I’ve been reading up and I’ve come to the conclusion that using transparency in my hack going to require some hardcore ASM hacking. So I’ve given up on that idea but have now made my self curious. Does the SNES work on a whole layer at a time or could you set curtain pixels to be transparent while others are solid on one layer?
Has anyone added transparency in to a SNES hack before? I take it's not just a clever palette trick? |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 168/4196 EXP: 21531650 Next: 304951 Since: 02-19-07 From: Ithaca, NY, US Last post: 470 days Last view: 83 days |
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dirtbag |
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Red Koopa Level: 27 Posts: 50/128 EXP: 114671 Next: 1488 Since: 02-24-07 Last post: 3186 days Last view: 3100 days |
Thanks for you quick response. I'm hacking Super Mario Kart, the aim was to make rainbow road translucent. By the sounds of things if I did manage to get it in to the game it would be the same for every track. |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 169/4196 EXP: 21531650 Next: 304951 Since: 02-19-07 From: Ithaca, NY, US Last post: 470 days Last view: 83 days |
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Xkeeper |
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Level: 105 Posts: 1575/2846 EXP: 12027520 Next: 234740 Since: 02-19-07 Last post: 6059 days Last view: 2796 days |
Posted by blackhole89Wrong. I'm fairly certain it uses a mix of midframe scaling and skewing to accomplish the effect. Remember that Mode 7 allows only one layer while SMK displays 4 layers. ____________________ I dealt with it. |
Sukasa |
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Red Birdo Level: 92 Posts: 179/2112 EXP: 7688904 Next: 68033 Since: 02-19-07 Last post: 4447 days Last view: 3219 days |
I think that SMK actually uses one GFX mode for the Background/etc., and mode 7 for the ground. |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 119/842 EXP: 1935393 Next: 49293 Since: 02-19-07 From: durff Last post: 4487 days Last view: 4010 days |
Yikes.... i spent about an hour looking around to see if I could pull it off. Try looking in the $80:016A region of RAM. That, I believe keeps settings for the mode 7 and the mode 0 BGs seperately. These are settings for $2130, $2131, and $2132.
The chief problem I've had is that during a race the game does not seem to write to $212D, which is the subscreen designation. To do any kind of "transparency" you need to move one or more BGs to the subscreen then enable subscreen addition (not fixed color addition) on the appropriate layers. Next, I'm going to wager that it's impossible either way b/c the area you want to perform addition on is all mode 7. It's only the top forty pixels or so of the screen that uses mode 0. edit: The only reason i thought there might be a remote possibility of it working is because the game has a special DSP chip. Plus, even if you got this working, your current rank is drawn to the screen using fixed color addition in a window, so you'd lose that if you enabled subscreen addition (can't have both at once, at least not in the same position on the screen). ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
Raccoon Sam |
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Cobrat Level: 56 Posts: 175/672 EXP: 1379943 Next: 18233 Since: 02-19-07 From: Hi Last post: 3467 days Last view: 2698 days |
Posted by Sukasa Reminds me, does Yoshi's Safari use the exact same thing? Somehow Yoshi's Safari's ground looks better than SMK's. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 93/666 EXP: 1361211 Next: 36965 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Posted by dirtbag That would actually be pointless. Reason: what's below the track is unicolor (the stars and stuff being on the upper part), which means that even if you could do it, you could get the exact same result by just using different color tones. |
dirtbag |
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Red Koopa Level: 27 Posts: 51/128 EXP: 114671 Next: 1488 Since: 02-24-07 Last post: 3186 days Last view: 3100 days |
Posted by StifuPosted by dirtbag Yeah that's what I was going to do in the end. Still it got people talking |
Stifu |
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Cobrat Level: 56 Posts: 94/666 EXP: 1361211 Next: 36965 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Posted by dirtbag The only way it wouldn't be totally pointless is if you used the ghost pillars in the track (being the only objects that appear on the lower part of the track)... On the other hand, even if you managed to do it, I guess it would make the game lag, from what I've seen with excessive uses of transparency in SMW hacks... |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 171/4196 EXP: 21531650 Next: 304951 Since: 02-19-07 From: Ithaca, NY, US Last post: 470 days Last view: 83 days |
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Stifu |
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Cobrat Level: 56 Posts: 95/666 EXP: 1361211 Next: 36965 Since: 02-22-07 Last post: 685 days Last view: 307 days |
I guess I should blame it on ZSNES then... |
Bio |
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Red Paragoomba Level: 19 Posts: 27/58 EXP: 34991 Next: 786 Since: 02-19-07 Last post: 5833 days Last view: 5696 days |
Posted by Stifu Are you sure it's not SMW's fault, some hack have it set with buyancy to have tranculucent water wich cause slowdown |
HyperHacker |
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... Level: 73 Posts: 697/1220 EXP: 3366582 Next: 119286 Since: 03-25-07 From: no Last post: 6090 days Last view: 6074 days |
If transparency (actually, translucency) alone causes lag, it's the emulator's fault, as this shouldn't have any effect on SNES processing speed. If buoyancy causes lag, it's probably the game's fault, as the code is inefficient and slow. However it's possible for a poorly-coded emulator to lag when the game uses a lot of CPU power, as the buoyancy code would, and combined with lag from translucency, this may be quite noticeable.
You'll just have to try it on a real SNES and see what combinations of things cause slowdown. |
Main - ROM Hacking - SNES Transparency mode | New thread | New reply |
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