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Main - SMW Hacking - Undocumented autoscroller! Horizontal AND vertical! New thread | New reply

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joe
Posted on 04-08-07 04:25 PM (rev. 3 of 04-12-07 04:50 AM) Link | Quote | ID: 24709


Red Paratroopa
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Forte,
Sprite F1 is actually a scroller too when horizontal and vertical scrolling is set to "none". Compare EC and F1:

http://67.183.146.143/scroll.ips

(EC is in YI1, F1 in YI2)

From the looks of things, I started something.

Back to experimenting...

Edit:

Ahh, I've been meaning to do this. Here's a picture of how Lunar Magic probably should render levels with sprite EC or F1.

http://67.183.146.143/F1render.png

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Kles
Posted on 04-08-07 06:35 PM Link | Quote | ID: 24722


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Wow, this is sweet. Know what would really hit the spot?

Autoscroll right to up to left. That would be nuts.

Sukasa
Posted on 04-08-07 07:10 PM Link | Quote | ID: 24762


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Hm, Don't sprites above $C-Something have their sprite data stored in a second sprite table from the first set of sprites? It would be nice to be able to find and disassemble this sprite's code in order to figure out how it changes level mode mid-level.

My question is, does anyone know the location of the second sprite data table?

joe
Posted on 04-08-07 07:28 PM Link | Quote | ID: 24772


Red Paratroopa
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I may not know the location of the second sprite table or how it switches mode mid-level, but I can take an educated guess on the latter. As FuSoYa said way back in archive one:

Posted by FuSoYa
The "queer" level modes use a horizontal type of memory map for one layer, and a vertical memory map for the other layer. Only Nintendo knows what that was supposed to accomplish... I certainly can't see any reason why they'd want to mix the memory maps like that.


(http://acmlm.cjb.net:2/boardb/thread.php?id=5760)

The mixed memory map is a horizontal layer 1 and a vertical layer 2. (To see that, switch the level mode from 6 to 7 and hide layer 1.) This allows the final screen to scroll in the right side of layer 2, hide layer 1, and start scrolling vertically. However, sprites don't interact properly (incomplete programming?) and the exit setting for the final screen applies to the entire vertical section.

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Sukasa
Posted on 04-08-07 09:51 PM Link | Quote | ID: 24840


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Hm. for the Exit settings, that might be explained by the initial horizontal setting, and the fact that after you hit the vertical section, the screen number horizontally never changes.

The sprite interaction could possibly be explained by the horizontal setting, and not changing from that to vertical

joe
Posted on 04-08-07 10:14 PM (rev. 2 of 04-08-07 10:33 PM) Link | Quote | ID: 24850


Red Paratroopa
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I just tried changing some sprite settings, but when I changed them back, sprite interaction worked fine. I guess there was a problem with one of my earlier tests.

I'll have to check sprite interaction with other sprites and see if I can figure out what went wrong.

Edit: Ha, I finally nailed the little bugger. Apparently the sprites were appearing before layer 2 was solid. That's why it didn't work.

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HyperHacker
Posted on 04-09-07 08:40 AM Link | Quote | ID: 25095

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Posted by BMF54123
Sprite EB also seems to be an unused scroller. Setting it at Y=0 with Extra Info=0 causes layer 2 to endlessly fall straight down very quickly, while Y=0 with Extra Info=1 causes it to endlessly rise upwards. Pretty useless, since layer 2 wraps around and shows garbage.
Is there any way we could prevent that garbage?

Smallhacker
Posted on 04-09-07 01:00 PM Link | Quote | ID: 25130


Panser
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Posted by HyperHacker
Posted by BMF54123
Sprite EB also seems to be an unused scroller. Setting it at Y=0 with Extra Info=0 causes layer 2 to endlessly fall straight down very quickly, while Y=0 with Extra Info=1 causes it to endlessly rise upwards. Pretty useless, since layer 2 wraps around and shows garbage.
Is there any way we could prevent that garbage?


Is the garbage used for anything at all? If not, one could write a block or whatever that overwrites the garbage tile data with background tiles.

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Sukasa
Posted on 04-09-07 04:27 PM Link | Quote | ID: 25147


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AFAIK, the garbage is caused by the horizontal layer 2 tilemap not being 32 tiles tall, and thus when it's scrolled, the garbage shows up.

joe
Posted on 04-09-07 11:44 PM (rev. 5 of 04-12-07 04:51 AM) Link | Quote | ID: 25235


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You can prevent the garbage by setting the level mode to 05 or 06. But that's not the full potential of sprite EB. This is a list of all functions that I could find... It's really interesting.

http://67.183.146.143/eb.txt
edit: I just now noticed... Cx 1 isn't layer 2 only.

But this IPS demonstrates by far the most interesting feature of sprite EB.

http://67.183.146.143/left.ips

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Bloodstar
Posted on 04-11-07 08:11 AM Link | Quote | ID: 25775


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Oh FUCK.

You just got my hacking drive going again. Maybe I'll actually get another Newlands demo out soon...

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Xkeeper
Posted on 04-11-07 08:20 AM Link | Quote | ID: 25777


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That would by far be more interesting if it wasn't maximum speed left You can't move and even jumping rarely works... and if I recall correctly, you can't even end a level without being crushed to death.

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Ninetales
Posted on 04-11-07 08:21 AM (rev. 2 of 04-11-07 08:21 AM) Link | Quote | ID: 25778


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Posted by joe
But this IPS demonstrates by far the most interesting feature of sprite EB.

http://24.16.242.145/left.ips
This IPS, when used, crashes the game on selecting 1 Player Game. What version of the SMW ROM did you use to make it?

Xkeeper
Posted on 04-11-07 11:06 AM Link | Quote | ID: 25787


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It worked fine for me (using a "Super Mario World (US).smc" ROM).

Make sure yours is clean.

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Pac
Posted on 04-11-07 02:48 PM Link | Quote | ID: 25815


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joe
Posted on 04-12-07 05:09 AM Link | Quote | ID: 25948


Red Paratroopa
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I notice that you were all interested by that. After more searching, I found that sprite E8 (and its copy, E7) can be used for a much more useful scroll.

http://67.183.146.143/slowleft.ips

(Ninetales: I've checked and the ROM I used is clean, so it should work.)

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Main - SMW Hacking - Undocumented autoscroller! Horizontal AND vertical! New thread | New reply

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