Language…
5 users online: Halzk, Maniek, MarsAmPear, MasterLance2025, TheTrueCommonSense - Guests: 63 - Bots: 103
Users: 70,579 (2,471 active)
Latest user: MasterLance2025

Waves

Super Mario WorldScreenshots

  • Pages:
  • 1
  • 2
this is how i see the world normally

fog effect is mad nice though
I can see a lot of uses for this and a lot of ways to customize. Nice job.


Hah, it's nice to see openly-available HDMA wavy animation. I have never seen the effect you did on the fog or layer 3 water before. Lava looks very very hot. Does the wavy effect on the foreground disrupt either how you appear to or actually do interact with it?

Just look above you...
If it's something that can be stopped, then just try to stop it!
While I don't usually use HDMA for my hacks I have to say those effects are really well-though and very practical. Out of these, the layer 2 water effect is my favourite and I think it works very well as an aesthetic complement.
Sorry but i can't see the difference in the second GIF.
Could you explain what .asm does exactly?
Check my purple website!
Guess its time from me to learn HDMA to use these effects cause they look so good.

Impressive Stuff. #smrpg{y}
There's just something so funny about the wavy pipe in the last screenshot. I think both of those underwater wave effects have to be my favourite. They're super trippy, and I'm sure it'd be disorienting to swim around in... but in a good evil way.

Yo that fog effect looks sick. I'm surprised this hasn't been done before
especially after VLDC9's abstract map used a similar effect


Wavy effects are surprisingly not used enough. We should always totally take the opportunity the SNES gives us to make our water levels look wavy and fancy, or to finish off great hot cave aesthetics. And do some trppy abstract-looking stuff too, why not?
It took me a while to see what was going on in the third screenshot, lol

Thanks for wrapping up these effects! #smrpg{y}
Oh, I always wanted Super Mario World with more effects! Thank you!
Very wavy I like them
I wonder why don't people go for wavy effects that often. They add for more interesting ambients. The underwater effect seems trippy enough for the pipe to also suffer strongly, and I almost couldn't see what was so "wavy" in the second and third gifs. Thanks for sharing your work!
I find that it's quite mesmerizing to look at these wavy effects, they're just so neat. I really can't pick favorites, but I do like the subtleness from the fog and tide ones in particular. Nice stuff!
What is a Lunar Magic, and can I eat it?
Great effects you got there!
I really like how subtle the first effect is, it really complements the feeling of heat in that cave's aesthetics.
That fog effect also looks really good. It kinda reminds me of a few Earthbound battle backgrounds with all those lines. It's an effect i always liked a lot!
The water effects are also pretty cool. Out of those, i liked the 4th gif the most, although the 3rd is also pretty good (The 5th is nice too, but i think i'd have a hard time playing a level like that xD)
My Youtube Channel
The subtle ones are better in practice IMO, but they're all very technically impressive.
These are some impressive wave effects. Some are astonishing, other are very subtle. Both have their reason to exist and I'm sure there can be various uses for this. #tb{:j}








These are all so great in their own right. I love the first two and the last.
Layout by RanAS, modified by yours truly.

*waves back*






Bad joke! I know.

These effects are quite good, and my favorite would be the heat! Maybe because I am a fire dragon and all? I'm totally not biased! #smrpg{mlem}
Where I am found.
Thanks, guys!

The current method of generating parallax and wave HDMA is quite limited as they're generated by tool and the resulting offsets are only useful for that kind of parallax and waves. In general, I like to have HDMA being more "generalised", one where you only have to input the parameters and let the rest of the code handle the animation. My update to the Layer 3 Sunset has teased it a bit as it also uses a what I call "HDMA buffer" for the parallax.
This, of course, is a bit slow (since the code has to calculated every scanline individually) but it's personally worth it (especially since it allows for more dynamic waves).

Another advantage is that you don't need a tool anymore: Just enter the parameters yourself!

I plan on making the waves more customisble and improve the code a bit (e.g. the waves stay static to the screen) and move the logic to SA-1 as I rushed it out for C3. Even then, it's mostly the frontend which has to be edited. The backend's only issue is the lack of a proper SA-1 support.

Originally posted by Counterfeit
Hah, it's nice to see openly-available HDMA wavy animation. I have never seen the effect you did on the fog or layer 3 water before.

I oriented on Super Metroid, where the waves only appear in the water, and Yoshi's Island, where some mist GFX (such as before Hookbill).

Originally posted by Counterfeit
Does the wavy effect on the foreground disrupt either how you appear to or actually do interact with it?

Not worth the effort. For one, SMW uses interaction points so the interaction would look weird. It's much easier to create a custom interaction where HDMA to affect whole blocks (related to SMB3 where all the moving blocks are all on the same layer). For the other, I have only provided UberASM code but I need a patch to modify the interaction.

Originally posted by TheMorganah
Sorry but i can't see the difference in the second GIF.
Could you explain what .asm does exactly?

In the second image, each scanlines alternate the direction in which the waves go. That means, every even line goes to the left whereas every odd line to the right. This allows for a more trippy fog.
  • Pages:
  • 1
  • 2

Super Mario WorldScreenshots