Cape Mario Sprite Diagram by BMF54123
It might interest some of you to know that Mario's flying poses can use up to five sprites (three 16x16, two 8x8), as illustrated by the colored squares in this image:
GFX00 Mario Tiles by Ladida
by Dotsarecool
by Epsilon
Player Tiles by Ladida
SP1 GFX DMA by Roy
Yoshi SP3 tiles by Alexis
Format Of "MARIO START!" Tiles by Roy
Status Bar
Status Bar Tiles by Sonikku
Status Bar Map by 1024
Status Bar Colors by WhiteYoshiEgg
Title screen graphics by Infrared
Objects
Hill Properties by Shiva
Slope Tilemaps by Boingboingsplat
Underground Slope Tilemaps by Dinomar
How To Make Perfect Tops For Slopes by Dinomar
Ceiling Tilemap by Punk Sarcophagus
Conveyor Slopes by dixie
Level Editing
Initial FG/BG Positions by Dotsarecool and imjake9
Initial FG Positions (Vertical Levels) by ShUriK KiD
Layer 3 Tilemap Palettes by HyperMario
It's information about which Layer 3 tilesets use which part of each palette.
Palette Loading by Mattrizzle
None of the palettes are really shared. When the game switches modes(ex: level to overworld), the palettes from the previous screen aren't cleared, so they remain where they are.
The following diagram shows which palettes are loaded for the two main game modes:
Overworld Palette Guide by Ultimaximus Part 1, Part 2
Overworld/Title Screen Sprite Loading by Ersanio
Alternate solution: This patch.
Music
Music Diagram (click to view) by S.N.N.
Here's a little (huge) diagram I've been working on for a couple of hours which should help newcomers to addmusic. It isn't even close to finished yet, but here is the general idea. Eventually, I plan to cover all of the N-SPC values, throw in a few charts, explain values in more detail, and show the ranges of instruments. It should be useful when it's complete.
Instrument Chart (click to view) by Torchkas
A chart that contains all the info from the older one (instrument, what sample they use and whether they're looped or not), as well as their default tuning and ADSR/GAIN values.
Controller Input by BMF54123, archived by PukiWiki
Stack Diagram by Ersanio
This is basically the stack for SMW. The stack starts at $7E:01FF, and goes backwards until $7E:010B. Of course, some bytes will be used, and some not. If you push too much you might overflow the stack. This depends on how many times you push-pull stuff. The non-used bytes will remain unchanged during the whole game, thus you can call those "free-to-use stack space." The area marked in red is the used area. The one marked in brown-ish MIGHT be used. The other bytes are completely unused, and you can use those for custom routines (like I did). (NOTE: When you use levelASM don't use $7E:010B and $7E:010C because the code uses these addresses.)
This chart was made in order to illustrate just one way (but a very good way) to "compress" SMW's palettes and colors to use less space.
Anyone uses this method will need to:
1) Reassign palettes to about 10-15 Map16 tiles.
2) Use it as a BASE custom palette from which to make more specialized custom palettes. Custom palettes will always need to be used; otherwise, your overworld colors will change.
Just a comment on my slope diagram, all of the right-facing lower tiles and all of the left-facing lower tiles are inter-changeable. (IE if you placed 1E2 under a gradual slope instead of a steep slope it would still function.)
Also, two tiles are missing from the gradual slopes, but those aren't necessary to the slope's function.
I made this a while back to help me keep organized about what level has what properties. I don't really use it anymore. I should really update it soon with more info.
Just a comment on my slope diagram, all of the right-facing lower tiles and all of the left-facing lower tiles are inter-changeable. (IE if you placed 1E2 under a gradual slope instead of a steep slope it would still function.)
Also, two tiles are missing from the gradual slopes, but those aren't necessary to the slope's function.
And how about the very-steep slopes???
-------------------- Fierce Deity is cool.
Workin' in OW request...
Currently attendind Scape Santa, but I don't know what to do...
I would like to add that, if you edit any of the three berry colors WITHOUT using a custom plallete (I.E. If you're making new GFX/Permanent ripped GFX) that they will be copied to the corresponding sprite colors, and vice versa.
-------------------- <TLMB> I use YY-CHR to edit DNA
Just found this in my PB account a while ago (thanks to MatthewPZC requesting for something like this):
This is basically the stack for SMW. The stack starts at $7E:01FF, and goes backwards until $7E:010B. Of course, some bytes will be used, and some not. The non-used bytes will remain unchanged during the whole game, thus you can call those 'free-to-use stack space'.
The area marked in red, is the used area. The one marked in brown-ish MIGHT be used. The other bytes are completely unused, and you can use those for custom routines (like I did).
(NOTE: When you use levelASM dont use $7E:010B and $7E:010C because the code uses these addresses)
I noticed, in many hacks, usually when they use ExGFX with slopes, Mario rises in a slope, just in the top, mario stumbles (not as in the images XP): ie, mario stop a little time and then leave again.
Why? Surely, many other know it, but if i see it in so many hacks, this escapes many times from the author of the hack (no offense, I AM NOT ACCUSING ANYONE >_>).
So, this is the point: the ground tile acts like 130, instaed of 100 (or 106 or 105 whatever tiles makes mario pass in every direction but not from the top). So, if you create an ExGFX, make sure that the ground tile act like a kind of cloud(tile 100, 105, 106 etc...) and not as a cement block (tile 130, 145, 146 ect...). maybe this could be a good suggest, but i am not sure that is a real diagram :\
(the kind of comic is not to do the jester < )
EDIT: know more slope tiles would be nice, as the boing's idea:
Don't forget to mention that some of those slope tiles will not work properly in some tilesets...
yes, is enough to use it with foxiness
also, if you use "underground1-2-3", it will work.
for example, if you use "normal1-2", won't work
things already known, but just to point for who doen't knows.
Thanks for putting together those underground slope diagrams, Dinomar. They look great and will be very helpful. I also like the "top of slopes" diagram - I never realized that.
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