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Helpful Diagrams

Originally posted by ssaamm
Here's a good ol' diagram for a way you CAN use the blue 8x8 tiles


:( This idea will look ugly due to cut-off without YY-CHR. I've fixed this so it can be usable for my SMW hack.


I used a pipe tile that didn't have the rounded corner crap. Idunno tell me if it look's good or if it is retarded. This is for the vanilla hack's or whatever. Meh idc. |-O
Wiw
Not sure if this goes here, but...





Yeah, thought I'd point that out.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I can't believe no one has done this yet:

i made a exanimation about its 8x8 tilemap
UPDATE: Please replace the old exanimation map that i made earlier. I fixed the number placement in the boxes and added the example for using the 4 8x8s:16x16.



Grey means it uses the external gfx data - were all the animating tiles were used the 8x8 editor uses these tiles as rows. the pink is just the shape of the 8x8.
note that 8x8 stacked is not "rotated" its just that the 2nd tile is moved to the right side of it.
also i assume you choose the leftmost column on destination if you use a shape longer than 0x10 8x8s - the results will vary if you doesn't use the left most column.

Edit: the yellow is type: 0x1C 8x8s: line
sorry about the yellow blends in to the white background.
Also the ones on top represent that their shape doesn't change 8x8 shape when using External GFX data viewing to the tile shape.
Give thanks to RPG hacker for working on Asar.
Not bad, although it would be better if you could organise it properly and remove a lot of whitespace. Do convert it to a .png too.
Does anyone know where I could find that SNES BG layer priority diagram? I think KilloZapit linked it once. It has colored circles representing BG layers and sprite layers with a certain priority and main/subscreen setting. It would be perfect for this thread, but I can't find it.

Edit: Found it.

Would it be okay to post this here, with the appropriate credits?

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
I made another diagram about the speed of the sprites and mario

sprite speed:
$7E:007D (player y speed)
$7E:007B (player x speed)
the sprite are in tables


the gradient represent the speed value - the middle is the fastest and the blue are the slowest.
(so the 00 and ff are the slowest)
setting mairo's y speed to #$FA is the "true" stopped falling.(accept holding the jump button)
Give thanks to RPG hacker for working on Asar.
I made a couple of images over the years, though I'm not sure how useful they are.

I personally find this image more helpful then the one in the first post since you can see where the tiles go, but I'm not sure everyone would agree, so maybe you could have both?

Since it seemed like a lot of people didn't know how level 24 worked I thought I would make an image, but apparently if you modify it the game crashes or something (I've never tried), so it may not be that useful.
Map of Level 24

<form action=http://google.com/search method=get> </form>

Unexpected end tag (</form>) at 930, expected </div>
Originally posted by Epsilon

Since it seemed like a lot of people didn't know how level 24 worked I thought I would make an image, but apparently if you modify it the game crashes or something (I've never tried), so it may not be that useful.
Map of Level 24

From my experience it just sends you to garbage data. The level should still exist though as I don't think LM ever actually clears it out...
One time it sent me to an empty Bowser battle for some reason...
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
slope conveyor tilemap:

I don't know if this is used often but if anyone needs EXGFX for this.
Give thanks to RPG hacker for working on Asar.
Actually, I believe it works in all tilesets...
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Wiimeiser
Originally posted by Epsilon

Since it seemed like a lot of people didn't know how level 24 worked I thought I would make an image, but apparently if you modify it the game crashes or something (I've never tried), so it may not be that useful.
Map of Level 24

From my experience it just sends you to garbage data. The level should still exist though as I don't think LM ever actually clears it out...
One time it sent me to an empty Bowser battle for some reason...


There is a patch that allows you to use Level 24's gimmick without the risk of being warped to garbage data.
I'm surprised something like this hasn't been posted yet.



As an example to illustrate this in a more extreme way:

World Community Grid: Thread | Team
 
This thread is very halpful to all level of hackers like this a lot.
RMG Productions

Each clipping value uses four pairs of bytes (one from $01:8EBA, one from $01:90F7); they point to which pixels the sprite uses to interact with the two layers, relative to $D8/$E4/etc. This is a visualization of them.
(Yes, 02 is a single pixel, and 0C is flat. 0F is glitched; I'm not sure what happens if you use it.)
<blm> zsnes users are the flatearthers of emulation
That's to bad that the Ultimaximus's diagram have those tiny lines, the diagrame is dam good but not so lissible !
Your layout has been removed.
Originally posted by shiva
That's to bad that the Ultimaximus's diagram have those tiny lines, the diagrame is dam good but not so lissible !

I'd have to stretch even further the OW picture in order to use thicker lines due to how small the details are. It 'is' kinda hard to see but I figure that the off-colored diagram should illustrate it a bit more clearly.

World Community Grid: Thread | Team
 
useless but



i have no idea how pal works; tempted to just take it out
I've notice that when editors use transparent layer 1 or 2, you notice that the black outline on most layers are "invisible" and can't be seen. but most white pixel paleatte on objects appear opaque.
notice that "bright" colors are opaque on pixel and "dark" colors appear hidden.
Any color you choose will get transparent or opaque depending on the brightness of the color.

The LUM of a color is determined by transparency.
Black = invisable
White = solid
Give thanks to RPG hacker for working on Asar.
Remade, but I think I'm missing something.
http://bin.smwcentral.net/u/17672/Branch%2BDiagram.png.

Remember to have previous ASM knowledge!

Max criticon