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SA-1 MaxTile - The End Of Sprite Limitations - And The Era Of Sprite Backgrounds
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - SA-1 MaxTile - The End Of Sprite Limitations - And The Era Of Sprite Backgrounds
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Fanatical like a Demon
Holy shit! We're becoming closer and closer to making smw romhack indistinguishable from smm/smm2 levels that spam he hell out of... well... everything O_o'. Dude this is incredible!!! Every time you seem to always up your last achievement. I always wonder how you think to top what you last did when that itself was big and here you are doing it like "tis but a scratch"!!!
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
While sprite backgrounds weren't a new thing (I remember that imamelia used it in one of his hacks), those were limited by SMW's OAM engine to the point where it might be easier to implement a repeated tile parallax if the background allows it.
But the issue is that OAM is possibly one of the most difficult systems to revamp in SMW as you likely have to rewrite every sprite GFX routine to optimally use OAM. As such, good job for implementing it without major revamps!

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Okay, my layout looks ugly.
Vitor, go to bed already. This is all too much! :P

Seriously, the fact that we're still breaking the limits of what this game holds twenty years later is amazing. Now I've got to figure out how to get this applied to my project. We'll see if that works out! Great work! :)

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Click here to enter the world of mediocre!
This is going to be cool when i use this patch for anyone of my hacks.

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Userbar made by Green Jerry




Shigeru Miyamoto's true vision for Super Mario World has finally been realized.


This is pretty amazing though the 6 layer level makes me a bit motion sick.
Originally posted by Final Theory
Shigeru Miyamoto's true vision for Super Mario World has finally been realized.



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Holy f*dolphin noise*ing shit, this is insane, this is just pushing the SNES to it's absolute limits.
My Hack - Beta Testing
this is AMAZINGG #smrpg{:D}

knowing we can have more bigger sprites on screen and sprite backgrounds which allows some awesome parallax effects makes this super awesome! :D

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This is my layout i plan on adding one soon

I have a discord server smwc users only

Awesone work as always Vitorie, good you're back in the smw hacking scene as well!

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2021 TRENO vibe check thread
You're still the most inspiring ASM coder to me, Vitor #smrpg{<3}

I tried doing almost exactly this in 2015 but I was too sucky at ASM to make it happen. I think I'll go revisit my old notes and slap some foregrounds objects on Extra Mario World!

Despite the limitations I really hope people start using this a lot. I'm sick of seeing levels with only 2 layers, I'm too elitist for that!

allow shy guy emojis in post footers you cowards!
Holy cow. Playing with SMW's OAM system might have been a treat. This is amazingly revolutionary.
Hey people! Thank you for the compliments. I'm glad for the positive feedback.

Just a few heads up about some questions people did for me:

1. The patch is stable and is can be used by all SMW hackers. I made sure to test it extensively and some people like LX5 and Anas helped me though the testing phrase.

2. The graphics of the snow and tree are available here. The trunk uses the original graphics and the snow flakes were drawn by me.

3. If your ROM already uses SA-1, you don't need to port and start from scratch to use MaxTile. Just make sure to run your preferred Sprite Tool immediately to reinsert the hijacks that SA-1 Pack overrides.

4. The patch should not cause any incompatibility issues. If your ROM works fine with SA-1 Pack v1.36, MaxTile will work without issue.

5. If you don't plan to make custom sprites larger than 112x112 or use the custom priority structure, you can keep the rendering the graphics in the old way without problem.

And... If you got MaxTile working, make sure to share screenshots of your level setup with me! I would like to make a small image gallery with custom sprites and/or vanilla sprites that works perfectly with MaxTile.

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GitHub - Twitter - YouTube - SnesLab Discord
I can only imagine the kinds of beautiful levels that people are going to be able to make with this kind of technology.

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"What's 9 + 10?"
-Jah
I meant to reply to this thread earlier but I wanted to give it a thorough read first and really appreciate all the good stuff.

What you've done is absolutely incredible. Not only your technical skill, but also your endless dedication and attention to detail. Everyone else would have called it a day way earlier, slapped on a half-assed readme and thought "after we remoderate everything this will be huge" - but you're always going out of your way to make sure thing Just Work™, and I appreciate that so much.

Not gonna lie, when I first saw this thread I thought I'd have to go back and re-code things to get much use out of MaxTile, but again you've throught of everything and made sure things work really smoothly, so who knows, maybe I can put it to good use after all.

I can't stress enough how thankful I am (and I'm sure I'm speaking for all of us) that you're doing so much for the community. This will not go to waste!

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This is absolutely kingly work. You've made SMW go fast and you've made SMW have six layers. My jaw has dropped!
Yasssss! This looks even better than I hoped for! Nice job!
I'm having a problem. I took a clean ROM, expanded it to 2 MB, and installed the new SA-1 Pack 1.40 on it, the "sa1.asm" file after disabling the ZSNES and dynamic sprites options, and all I'm getting is this. It just keeps running and running and running. It has been running for over an hour. What do I do? What's going on?


Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

You really should update Asar before anything else. The newest version is 1.71.

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Oh, I thought I was using the latest version of Asar. I don't know why I would have been keeping an older version around. Thank you.

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Pages: « 1 2 3 » Link
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - SA-1 MaxTile - The End Of Sprite Limitations - And The Era Of Sprite Backgrounds

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