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Main - ROM Hacking - Logic needs some help - SMB3 (picture inside) New thread | New reply


RetroRain
Posted on 12-12-08 08:42 PM Link | Quote | ID: 96678


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I'm trying to code a new powerup (replacing Fire Mario), but, I don't know why it won't show the fireball sprite (for testing purposes) when I want it to be shown. Here is a picture which will describe it all.



I have to go to work now. If you guys can help me figure this out, I would appreciate it. I'll reply later.

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kuja killer
Posted on 12-12-08 08:50 PM Link | Quote | ID: 96679


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Because the game is in 8x16 sprite mode meaning that the only way to display sprites from the right pattern tables is by using "odd" numbered tile numbers. And it produces 2 sprites vertically.
So you gotta do tile id 65 or 67.

RetroRain
Posted on 12-13-08 07:36 AM Link | Quote | ID: 96703


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It is actually showing tile $64 and $65 from the left side of the pattern table. The right side is supposed to be the sprites side. If you look closely at the sprite on the screen, you can see that it is the 2 bottom block tiles that are together on the left side of the PPU. Now I understand why there are 2 sprites, because of the 8x16 sprtie mode. Thank you for that bit of info. But why is it displaying from the left side when the sprites are on the right? Is it because of that "odd" numbered thing you were saying?

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smkdan
Posted on 12-13-08 09:06 AM Link | Quote | ID: 96704


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http://nesdevwiki.org/wiki/NES_PPU#Byte_1

low bit of tile # is pattern table select.

RetroRain
Posted on 12-14-08 02:08 PM (rev. 2 of 12-14-08 02:09 PM) Link | Quote | ID: 96746


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Thanks for the help guys. So from what you are saying it seems that SMB3 is set up differently, using the 8x16 mode as opposed to the 8x8 I'm used to seeing, and I have to take that into account when hacking. But at least I know that now. Even if the answer may have been obvious to others, it didn't really occur to me, so now that I know, in a sense I learned something new. I'll poke around with this more later.

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Kawa
Posted on 12-14-08 02:11 PM Link | Quote | ID: 96747


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I knew it used 8x16 mode the moment I first laid eyes on the VRAM. Does that make me a bad person?

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RetroRain
Posted on 12-14-08 02:15 PM Link | Quote | ID: 96748


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Posted by Kawa
I knew it used 8x16 mode the moment I first laid eyes on the VRAM. Does that make me a bad person?
????? .......What?

I don't think so................. I don't know.

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smkdan
Posted on 12-14-08 04:04 PM Link | Quote | ID: 96753


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Posted by Kawa
I knew it used 8x16 mode the moment I first laid eyes on the VRAM. Does that make me a bad person?


if by 'bad person' you mean someone who makes little content posts to make themselves feel special, then yes

anyway, 8x8 sprites would be the typical in NES games because the precious CHR memory can be often wasted with 8x16 sprites, see the digits and score sprites (since they stick out the most) have a vacant / wasted tile next to them because they're only meant to be viewed as an 8x8 sprite. You wouldn't see any of this in 8x8 sprite mode. It limits the flexibility of CHR layout / wastes space while doubling the tiles per OAM slot (thereby usually reducing CPU usage because 2 tiles are formed with 1 OAM write) and allowing access to both pattern tables. another downside would be if you have vacant tiles as part of a 8x16 sprite, it still counts towards the 8 sprites per scan limit because the transparent tile data still gets fetched regardless.

Kawa
Posted on 12-14-08 04:08 PM Link | Quote | ID: 96754


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So basically, it just lets you do the block bounces without having to duplicate them in the right half, like SMB1 used to do, yet the same space is now wasted for everything that's not dividable into 16x8 tiles? I'll just stick to the GBA's methods thankyouverymuch.

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Hamtaro126
Posted on 12-14-08 08:10 PM (rev. 2 of 12-14-08 08:11 PM) Link | Quote | ID: 96768


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Posted by smkdan
anyway, 8x8 sprites would be the typical in NES games because the precious CHR memory can be often wasted with 8x16 sprites, see the digits and score sprites (since they stick out the most) have a vacant / wasted tile next to them because they're only meant to be viewed as an 8x8 sprite. You wouldn't see any of this in 8x8 sprite mode. It limits the flexibility of CHR layout / wastes space while doubling the tiles per OAM slot (thereby usually reducing CPU usage because 2 tiles are formed with 1 OAM write) and allowing access to both pattern tables. another downside would be if you have vacant tiles as part of a 8x16 sprite, it still counts towards the 8 sprites per scan limit because the transparent tile data still gets fetched regardless.


Look at it this way: 8x16 removes part of the 64 sprite limit graphics-wise, but 8x8 can be a pain if you want to hack a 8x16 game to a 8x8 game limit-wise. 8x8 sprites in games has different position usage than 8x16.

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Main - ROM Hacking - Logic needs some help - SMB3 (picture inside) New thread | New reply

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