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Helpful Diagrams

This is what i wanted to see for a very long time now.
This might come very useful for my next hack....

Good work on the diagrams.



The complete diagram that shows all tiles that can be used by the Status bar. I remember seeing a similar diagram somewhere, but haven't been able to find it since, so I tried to make one myself.



Oh, that is really helpful. I'm getting sick of having to open YY-CHR if I want to see a tile's number, so this definitely comes in handy.

Good work.


 
...except that one technically can use the rest of the titles too. Whether or not the second page is used depends on whether or not the tile it's written to is on the second page or not in the editor.
Updated:

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:


ErsanEdit: Fixed HTML :P

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Another Diagram i wanted to see too !
Again Good work !

Thanks Everyone! I needed some of these! ^^
this can be useful i think

...
good night
I do pixels sometimes


All credit goes to Iceguy.
Can someone make a diagram of which palettes the title screen is using?
Anime List
Manga List
D³ Releases: RL1, [RL2], [RL3], RiS
SMWHacking? I rest my case.
SMWCentral? I leave it to rest.

I believe you can just look at the layer 3 pallete diagram and figure it out.
Originally posted by JELLJELL1111
Can someone make a diagram of which palettes the title screen is using?



You can view those colors only in level C7 though.
I like this thread. I found some of these to be helpful. :)
A blanking chart I quickly made, for the more advanced hackers:


Those black lines are the scanlines, the grey ones are where the H-Blanking occurs, and the red one is the V-blank. Also a friendly note: If you are going to upload stuff to CGRAM or VRAM, do it inside a V-Blank so you don't break your game. And HDMA happens during H-Blank, hence HDMA: Horizontal-blanking direct memory access.

EDIT: The arrows (sticked on the lines) are the directions, of course.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)

Gekko isn't on SMWC but if you're on the IRC you'll see him.
Also, you may want to just hyperlink to it on the first post.
A diagram with positions of tiles when Spriting would be great. At least for me, that I´m learning to code Sprites.

Thanks.
Mega Mario:
Whipped this up in paint in like, 2 mins.



Tiles are drawn from the top-left. If you want to displace the second drawn tile so it's to the right of the first, add #$10 to $00 when storing it to $0300,y.

$00 is the x position of the sprite, and $01 the y. It's equivalent to the top left point of the sprite clipping as well, iirc.
Thank you so much Kaijyuu!.

BTW, I can´t see the images from post #1. I think the server is down, or something. I´m looking for the palettes of Status Bar.

EDIT: Nevermind, I found that image. (Anyway the images are all down in the first post =P)
Mega Mario:
CFG file format
I was bored and I discovered the format.
filebin reupload
*WARNING: due to cosmic radiation, Quantum fluctuations, or earth going into sector x79352C, the world may end at any moment. Have a nice day.

Current Project:



Status:Complete

Previous project status: Failed/Quit

Current Issue

C++ : fsteam help



Originally posted by Pseudonym
CFG file format
I was bored and I discovered the format.
may be used for a new spritetool without CFG. we'll see about that


I can't view that. Could you fix the link? (Or upload it on photobucket or tinypic or something...)
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------