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Forum Index - SMW Hacking - General SMW Hacking Help - SMW Data Repository - Helpful Diagrams |
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| Posted on 2008-11-20 09:15:43 AM |
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Player Graphics
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

Format Of "MARIO START!" Tiles
by Roy

Status Bar
Status Bar Tiles
by Sonikku

Status Bar Map
by 1024

Status Bar Colors
by WhiteYoshiEgg

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

ExAnimation Help
by Boingboingsplat

by dixie

Yoshi's House Ending Tiles
by andy_k_250

Laying Out Cutscene Text Using Two Layers
by Azure

Level 24 Path Diagram (click to view)
by Epsilon
Palettes
Making Better Use Of Palettes
discovered by smwedit and compiled by Buu-Huu

This image shows how to get two spare palettes which can be used for other things like custom backgrounds. As you can see, you just need to copy the first eight colors from palette four into palette zero and the first eight colors from palette seven into palette one. Since the other eight colors from palette four and seven are unused, you can replace those with colors you need. This method however just works when you're NOT going to use Super Mario World's default backgrounds as those are completetely wrong colored then.
Layer 3 Palettes
by Ersanio

What people seem to forget is that layer 3 uses a 4-color palette. This picture shows which palettes layer 3 uses. [Fuzzyfreak's Note: Don't forget that the first colour of each layer palette - yes, also for layer 3 - is transparant. This means that if you use colours 0, 4, 8 or C in palette 0 and 1, for layer 3, the colour won't show up. So actually, a layer 3 palette is just: 1 transparant colour + 3 usable colours]
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:

Level Theme Palette Guide
by Anonimato

Overworld Palette Guide
by Ultimaximus
Part 1, Part 2
Sprites
CFG File Format (click to view)
by Pseudonym
Sprite Speeds
by Carol, submitted by Maxx

by dixie

Sprite Tile Positions
by Kaijyuu

Standard Sprite Tile Table
by Mattrizzle

Morton/Roy/Ludwig Tile Table
by Mattrizzle

Bowser Tile Table
by Mattrizzle

Overworld/Title Screen Sprite Loading
by Ersanio

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 Jimmy52905
I made a chart that shows all the instruments in SMW, what samples they use, and whether or not the sample is looped. I think this would help a lot of people who want to start porting music.
ASM
Branching Diagram
by GreenHammerBro

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.)
Blanking Diagram
by Ersanio

Mode7 Shear/Scale Diagram (click to view)
by Gekko
Subscreen Diagram
by KilloZapit, submitted by imamelia

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If you have any similar diagrams or charts and would like them posted here, let me know and I will update this post.
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| Last edited on 2013-04-03 10:21:01 AM by Alcaro. |
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| Posted on 2008-11-20 12:25:12 PM |
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i would just say it:
the 2nd row of palette 4 is not unused, i think: that's used by tile 47, the berry (i think :\)
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| Posted on 2008-11-20 01:44:38 PM |
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Originally posted by warioi would just say it:
the 2nd row of palette 4 is not unused, i think: that's used by tile 47, the berry (i think :\)
I think you are right, but I think that is the ONLY thing that uses it. Plus, green berries aren't very popular anyway. XD
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| Posted on 2008-11-20 02:43:55 PM |
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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.
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| Last edited on 2008-11-21 04:26:16 PM by andy_k_250. |
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| Posted on 2008-11-21 05:42:09 PM |
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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.
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| Last edited on 2008-11-21 05:43:02 PM by Boingboingsplat. |
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| Posted on 2008-11-28 04:41:15 PM |
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I dug up another diagram I made a long, long time ago.

Dunno if it's suitable for this thread.
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| Posted on 2008-11-29 10:57:01 AM |
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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.
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| Posted on 2008-12-01 10:36:00 AM |
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Originally posted by BoingboingsplatJust 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???
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| Posted on 2008-12-01 03:10:35 PM |
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Originally posted by ManuzAnd how about the very-steep slopes???
I didn't put very steep slopes, as they are tile-set specific. (Though they do function in all tilesets.)
If you guys care that much you can figure it out yourself. :V
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| Posted on 2008-12-01 04:28:46 PM |
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These new diagrams are really helpful and great guys - thanks for sharing them!
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| Posted on 2008-12-01 09:02:55 PM |
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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.
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| Last edited on 2008-12-04 06:21:10 AM by S.N.N.. |
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| Posted on 2008-12-12 02:09:58 PM |
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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)
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| Last edited on 2008-12-12 02:11:16 PM by Ersanio. |
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| Posted on 2008-12-12 02:50:07 PM |
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Thanks for the additional submissions - these are all very helpful!
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| Posted on 2008-12-28 05:03:20 AM |
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I don't know if i must PM or post here :|
I have a kind of diagram:

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:
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| Last edited on 2008-12-28 06:45:59 AM by Alessio. |
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| Posted on 2008-12-29 07:48:14 PM |
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Don't forget to mention that some of those slope tiles will not work properly in some tilesets...
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| Posted on 2008-12-30 05:20:16 AM |
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Originally posted by Jimmy52905Don'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.
(who know, maybe i wrong)
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| Posted on 2008-12-30 09:33:01 AM |
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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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| Posted on 2009-01-01 05:36:15 AM |
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What people seem to forget is that layer 3 uses a 4-color palette. This picture shows which palettes layer 3 uses.
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| Posted on 2009-01-01 08:35:40 AM |
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Oh, that's a nice diagram, Ersan. We needed such a thing.
@ other people seeing this diagram: Don't forget that the first colour of each layer palette - yes, also for layer 3 - is transparant.
This means that if you use colours 0, 4, 8 or C in palette 0 and 1, for layer 3, the colour won't show up.
So actually, a layer 3 palette is just :
1 transparant colour + 3 usable colours
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| Posted on 2009-01-01 09:24:03 PM |
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Originally posted by Fuzzyfreak
@ other people seeing this diagram: Don't forget that the first colour of each layer palette - yes, also for layer 3 - is transparant.
It's the first in plalletes 0 and 4, there is none in 1 and 5, and the second in 2, 3, 5, and 7.
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