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Helpful Diagrams

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


Cape poses
~Unknown~ (please provide username if you know)



Player poses
~Unknown~ (please provide username if you know)



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


Diagonal Pipe Tilemap
by Knight of Time


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 2 effects (click to view)
by JackTheSpades
For embedding: Part 1, part 2, part 3

ExAnimation Help
by dixie


Yoshi's House Ending Tiles
by andy_k_250


Level 24 Path Diagram (click to view)
by Epsilon


Palettes

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:



Palette And How They're Used
by Gloomy


Overworld Palette Guide
by Ultimaximus
Part 1, Part 2


Sprites

CFG File Format (click to view)
by Pseudonym



Sprite Tile Positions
by Kaijyuu


Standard Sprite Tile Table
by Mattrizzle


Palettes used by
by JackTheSpades
Palette 8
Palette 9
Palette A
Palette B
Palette C
Palette D
Palette E
Palette F

Morton/Roy/Ludwig Tile Table
by Mattrizzle


Bowser Tile Table
by Mattrizzle


Overworld/Title Screen Sprite Loading
by Ersanio

Alternate solution: This patch.

Cursed Overworld paths that actually work
by Lazy

The following are all examples of paths that actually work.
by Devazure & Koopster


Multiple Songs On The Main Map Patch Breakdown
by Knight of Time

This diagram is to help break up the Overworld into 32x32 sections for the Multiple Songs on Main Map 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.


ASM

Mario's Physics (click to view)
by Jdaster64

Branching Diagram (click to view)
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 and JackTheSpades



Collected RAM Addresses Table
(click to view)
by JackTheSpades


Bitwise commands
(click to view)
by GreenHammerBro


Binary shifting commands
(click to view)
by GreenHammerBro

Clarification on ASL, LSR, ROL, ROR by JackTheSpades

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

If you have any similar diagrams or charts and would like them posted here, let me know and I will update this post.
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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
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.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
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 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???
Fierce Deity is cool.
Workin' in OW request...
Currently attendind Scape Santa, but I don't know what to do...
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
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 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:
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)
My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level
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.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.

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
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
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.

<TLMB> I use YY-CHR to edit DNA