| Helpful Diagrams |
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Forum Index - SMW Hacking - General SMW Hacking Help - SMW Data Repository - Helpful Diagrams |
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| Posted on 2011-07-18 03:39:09 PM |
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Originally posted by MSAhm3d59113This isn't really the place to ask, but anyway:
Yellow: Colour 84
Blue: Colour 94
Red: Colour A4
Green: Colour B4
well thank you, and I was thinking if I could upload a picture in this thread showing those colors and pallets if someone has the same doubt
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| Posted on 2012-06-11 09:01:58 PM |
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Not sure if this goes here, but...


Yeah, thought I'd point that out.
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| Posted on 2012-07-26 04:36:00 PM |
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I can't believe no one has done this yet:
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| Posted on 2012-09-11 03:29:03 PM |
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i made a exanimation about its 8x8 tilemap
UPDATE: Please replace the old exanimation map that i made earlier. I fixed the number placement in the boxes and added the example for using the 4 8x8s:16x16.

Grey means it uses the external gfx data - were all the animating tiles were used the 8x8 editor uses these tiles as rows. the pink is just the shape of the 8x8.
note that 8x8 stacked is not "rotated" its just that the 2nd tile is moved to the right side of it.
also i assume you choose the leftmost column on destination if you use a shape longer than 0x10 8x8s - the results will vary if you doesn't use the left most column.
Edit: the yellow is type: 0x1C 8x8s: line
sorry about the yellow blends in to the white background.
Also the ones on top represent that their shape doesn't change 8x8 shape when using External GFX data viewing to the tile shape.
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| Last edited on 2013-06-08 02:31:17 PM by GreenHammerBro. |
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| Posted on 2012-09-17 04:00:22 AM |
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Not bad, although it would be better if you could organise it properly and remove a lot of whitespace. Do convert it to a .png too.
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| Posted on 2012-09-21 11:54:59 AM |
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Does anyone know where I could find that SNES BG layer priority diagram? I think KilloZapit linked it once. It has colored circles representing BG layers and sprite layers with a certain priority and main/subscreen setting. It would be perfect for this thread, but I can't find it.
Edit: Found it.

Would it be okay to post this here, with the appropriate credits?
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| Last edited on 2012-09-22 01:56:48 PM by imamelia. |
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| Posted on 2012-09-30 07:46:33 AM |
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I made another diagram about the speed of the sprites and mario
sprite speed:
$7E:007D (player y speed)
$7E:007B (player x speed)
the sprite are in tables

the gradient represent the speed value - the middle is the fastest and the blue are the slowest.
(so the 00 and ff are the slowest)
setting mairo's y speed to #$FA is the "true" stopped falling.(accept holding the jump button)
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| Last edited on 2013-01-21 02:14:05 PM by GreenHammerBro. |
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| Posted on 2012-10-13 02:31:22 PM |
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I made a couple of images over the years, though I'm not sure how useful they are.

I personally find this image more helpful then the one in the first post since you can see where the tiles go, but I'm not sure everyone would agree, so maybe you could have both?
Since it seemed like a lot of people didn't know how level 24 worked I thought I would make an image, but apparently if you modify it the game crashes or something (I've never tried), so it may not be that useful.
Map of Level 24
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| Posted on 2012-10-13 10:21:57 PM |
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Originally posted by Epsilon
Since it seemed like a lot of people didn't know how level 24 worked I thought I would make an image, but apparently if you modify it the game crashes or something (I've never tried), so it may not be that useful.
Map of Level 24
From my experience it just sends you to garbage data. The level should still exist though as I don't think LM ever actually clears it out...
One time it sent me to an empty Bowser battle for some reason...
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| Posted on 2012-10-20 11:07:22 AM |
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slope conveyor tilemap:

I don't know if this is used often but if anyone needs EXGFX for this.
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| Posted on 2012-10-20 07:12:54 PM |
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Actually, I believe it works in all tilesets...
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| Posted on 2012-10-23 04:16:24 PM |
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Originally posted by WiimeiserOriginally posted by Epsilon
Since it seemed like a lot of people didn't know how level 24 worked I thought I would make an image, but apparently if you modify it the game crashes or something (I've never tried), so it may not be that useful.
Map of Level 24
From my experience it just sends you to garbage data. The level should still exist though as I don't think LM ever actually clears it out...
One time it sent me to an empty Bowser battle for some reason...
There is a patch that allows you to use Level 24's gimmick without the risk of being warped to garbage data.
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| Posted on 2012-12-05 11:39:38 AM |
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I'm surprised something like this hasn't been posted yet.

As an example to illustrate this in a more extreme way:
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| Posted on 2012-12-18 09:21:25 PM |
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This thread is very halpful to all level of hackers like this a lot.
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| Posted on 2013-01-01 12:29:02 PM |
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Each clipping value uses four pairs of bytes (one from $01:8EBA, one from $01:90F7); they point to which pixels the sprite uses to interact with the two layers, relative to $D8/$E4/etc. This is a visualization of them.
(Yes, 02 is a single pixel, and 0C is flat. 0F is glitched; I'm not sure what happens if you use it.)
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| Posted on 2013-01-13 12:30:06 PM |
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That's to bad that the Ultimaximus's diagram have those tiny lines, the diagrame is dam good but not so lissible !
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| Posted on 2013-01-13 12:39:51 PM |
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Originally posted by shivaThat's to bad that the Ultimaximus's diagram have those tiny lines, the diagrame is dam good but not so lissible !
I'd have to stretch even further the OW picture in order to use thicker lines due to how small the details are. It 'is' kinda hard to see but I figure that the off-colored diagram should illustrate it a bit more clearly.
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| Posted on 2013-01-21 03:15:54 PM |
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useless but

i have no idea how pal works; tempted to just take it out
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| Posted on 2013-03-18 09:20:41 AM |
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I've notice that when editors use transparent layer 1 or 2, you notice that the black outline on most layers are "invisible" and can't be seen. but most white pixel paleatte on objects appear opaque.
notice that "bright" colors are opaque on pixel and "dark" colors appear hidden.
Any color you choose will get transparent or opaque depending on the brightness of the color.

The LUM of a color is determined by transparency.
Black = invisable
White = solid
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| Last edited on 2013-04-02 07:48:22 PM by GreenHammerBro. |
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