Language…
11 users online: ASSATAKKU, Cristian Cardoso, DaMarioFan,  Donut, DPBOX, nonamelol1,  patcdr, Rauf, signature_steve, timothy726, tOaO - Guests: 245 - Bots: 300
Users: 64,795 (2,377 active)
Latest user: mathew

8BPP 512×1024 Background

GraphicsSuper Mario WorldResource ReleaseScreenshots





This background is using Direct Color Mode and Mode 3.

The top part of the background is not neat, but I don't know how to fix it. I would appreciate it if you could suggest a way to solve this problem. (solved)

Referenced source code : https://www.smwcentral.net/?p=viewthread&t=58779, https://www.smwcentral.net/?p=viewthread&t=81116&page=1&pid=1260886#p1260886, https://smwc.me/1585658

Download Link : 512×1024 8BPP Beach
(Later I may submit this background to the Graphic section.)

I've only made this background so far, but I might make more of this type of background in the future. But I'm not sure.

If I know how to handle Mode 2 or find the source code, I'm thinking of trying Mode 4 as well.
wow, beach background look neat but background mode 3 is glitchy
C3 Stuff:
Music Request, Graphics, Ports, Mario Kart PC Custom Tracks, Overworld, Mario Kart Tour Fans Club, DT's Music, Clothes and Certificates, MIDI and Coverarts

Tonight.. tonight..

Join Discord server now: DT's SMW Hacking Server

My YouTube Channel: Dispace Troblex

Contact: DT Music and Gaming#8283
YO! This is so cool. I'm amazed someone managed to get those old ExGFX Revolution things to work.

It might straight up be a problem with Lunar Magic, which apparently handles VRAM differently now than it did back in the day. I'm using a Mode 3 BG in a different level and it isn't doing what yours is doing, though... I'm not totally sure what I'm seeing. Is it duplicating the tiles from lower in the BG at the top? Or are you not sure what's going on either?
512x1024 background... That's 16x16 tiles, two backgrounds, stacked vertically, right? It's definitively interesting to see Mode 3 in levels, considering the last patch which allowed for that, ExGFX Revolution, has been broken since quite some time.
There is a small question, though: The background's tilemap uses as much VRAM as layer 1 and 2 normally do. Did you change the pointer of the layer 1 to the normally layer 2 tilemap or is it in the now unused layer 3 portion of VRAM?
Really interesting stuff here, glad to see people is still experimenting crazy stuff with backgrounds. Reminds me when the ExGFX Revolution patch was first released.
Layout made by MaxodeX
2021 TRENO vibe check thread
Originally posted by Darkbloom
YO! This is so cool. I'm amazed someone managed to get those old ExGFX Revolution things to work.

It might straight up be a problem with Lunar Magic, which apparently handles VRAM differently now than it did back in the day. I'm using a Mode 3 BG in a different level and it isn't doing what yours is doing, though... I'm not totally sure what I'm seeing. Is it duplicating the tiles from lower in the BG at the top? Or are you not sure what's going on either?

This background swapped the tilemap pointers for Layer 1 and Layer 2. And I put a graphic with an 8BPP background in the place where layer 3 was.
But I didn't know about the 'ExGFX Revolution Patch Set'.



On July 8, the source code has been some modifications. Thanks to  Ladida for the help.

GraphicsSuper Mario WorldResource ReleaseScreenshots