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Tip: The multiple midpoints patch can also be used to move a level's normal midpoint.
Helpful Diagrams
Forum Index - SMW Hacking - General SMW Hacking Help - SMW Data Repository - Helpful Diagrams
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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


----------------------------------------------------------------------

If you have any similar diagrams or charts and would like them posted here, let me know and I will update this post.
Last edited on 2013-04-03 10:21:01 AM by Alcaro.
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 :\)
Originally posted by wario
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 :\)

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
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.
Last edited on 2008-11-21 04:26:16 PM by andy_k_250.
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.
Last edited on 2008-11-21 05:43:02 PM by Boingboingsplat.
I dug up another diagram I made a long, long time ago.



Dunno if it's suitable for this thread.
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.
Originally posted by Boingboingsplat
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???
Originally posted by Manuz
And 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
These new diagrams are really helpful and great guys - thanks for sharing them!
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.
Last edited on 2008-12-04 06:21:10 AM by S.N.N..
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)
Last edited on 2008-12-12 02:11:16 PM by Ersanio.
Thanks for the additional submissions - these are all very helpful!
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:
Last edited on 2008-12-28 06:45:59 AM by Alessio.
Don't forget to mention that some of those slope tiles will not work properly in some tilesets...
Originally posted by Jimmy52905
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.

(who know, maybe i wrong)
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.

What people seem to forget is that layer 3 uses a 4-color palette. This picture shows which palettes layer 3 uses.
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
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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