Banner
Views: 1,004,007,261
Time:
9 users online: Children's Digest 1950-2009, E-man38, Gulaschko, MarioSonic4life, MarsAmpere, mr_cool, NGB, OEO6, TheCrazyBuzzyBeetle - Guests: 57 - Bots: 291 Users: 54,867 (2,032 active)
Latest: PPAP
Tip: Check this thread for a list of SMW sound effects.
Not logged in.
Z-Ordering of objects
Forum Index - SMW Hacking - SMW Hacking Help - SMW Data Repository - Z-Ordering of objects
Pages: « 1 2 » Link - Thread Closed
One of main tools is Z-ordering. In most objects it's give one tile above second. But some objects are exceptions.

For example let's we take "Solid left and top edge" (object 13)

Z-ordering works if below object is any tile (even Map16 one). In most objects you will notice some dirt at corner. But wait, it's NOT always the case.

Most slope Map16 tiles will make some other Map16 tile. (the programmers specified this case)

Tile 025 (blank tile) doesn't change Map16 tile.

NOTE: This takes real tile number, NOT BEHAVIOR (setup through Map16 editor)

Of course these are basics, but what if we take Map16 tile 125. It will completely ignored by wall. Why? Because game in Z-ordering change of tiles only take LOW NUMBER into account. For Z-ordering it's doesn't matter if tile is 025, 125, 525, A25. Everything will work this same way.

This gives really strange results with Big Bush (EX: 82 or 83). When you try to insert ANY tile below it (not counting X25) it will glitch somewhat. The blank tiles which bush does have are replaced with used tile with high number "00". So if you insert cloud (106) you will get vine (006). This is bug which causes the page used by object (ever seen special Z-ordering object which used tiles from many pages???) to cannot change high number if special Z-ordering is used by object.

Funniest case is treetop one. When it's above ANY tile (not counting tree trunk case low tiles) it will for some reason use forest tiles, BUT with high number "01"

Note: Climbing net needs seriously object, not MAP16 tile. I don't know why.

--------------------
Legacy ports zip (now that those went down because Dropbox)


Yeah, the way it works is like this: For bushes, if the tile number (in their Map16 number, not through the object number) is above FF, sticking it underneith an object turns it into that number, only without the third digit (so if its tile 375, it will turn into 75. If its 18A, it will turn into 8A). If its FF or below, then the tile will remain the same.

If it is the treetops, placing it on under a "blank" tile will make the tile ALWAYS turn into that page's tile 25 (if its on page 1, its 125. If its on page 2, its 225). If tile is placed on a left-facing "round" part, it will turn into *B6. If its on a right-facing "round" part, it will turn into *B1. Bottom-right corners are *B5, bottom-left corners are *B3. (The stars would be what page you are on. Note that the tile will simply disapear if it is on page 0.).

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I think that is the way Lunar Magic programs it, not SMW.


Originally posted by kirbyeatsbomberman
I think that is the way Lunar Magic programs it, not SMW.

You're probably right, but why did Lunar Magic do it so weirdly?...

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I'm not so sure it's LM; the object stays the same. Maybe LM inserts it in a different state than usual (notice the slope and pipe objects have many different forms, but are one object), or maybe SMW does it like Glitch says.


I honestly dunno since I haven't dug into this sort of stuff yet. However, if LM does it and these extra states exist, why doesn't it let you insert these objects in those states directly?
Originally posted by Kaizoman666
Originally posted by kirbyeatsbomberman
I think that is the way Lunar Magic programs it, not SMW.

You're probably right, but why did Lunar Magic do it so weirdly?...

Actually, Lunar Magic does that to emulate how SMW does it. In some cases, FuSoYa has intentionally added glitched overlappings to LM to make it closer to SMW, as things would otherwise look correct in LM but glitched in SMW.

The idea is that since it would be a pain to correct how SMW does it, one should at least be able to see in advance that it will look glitched.


Hmmm... I just started wondering... You've heard of the copy glitch, right? Copying a turnblock over a Yoshi Coin turns it into an invisible key/wings/balloon/shell block. I wonder if it has anything to do with this?

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Completely different.
No but if you put a Yoshi Coin on page 1 it becomes tile 125. This is due to the size and script, and SMW technical limitations. Blace just the bottom coin on the subscreen boundary and the tile doesn't change. Is it physically impossible for any block, even a custom block, to change simething on a different subscreen? Come to think of it, this may be why extended objects behave strangely on boundary lines.

--------------------
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Quote
Is it physically impossible for any block, even a custom block, to change simething on a different subscreen?

Not at all. Nintendo was just lazy and made some assumptions... like, for example, that certain things don't cross subscreen boundaries. Add ~4 lines of code and they could've fixed it.
"Subscreen Border Object Fix Patch", anyone? If it's only about 4 lines of code, how hard could it be to make ourselves?

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

I'm working on a hack! Check it out here.
Well you'd have to do it for every object. Fixing the yoshi coin only? Easy. Fixing every object? Eh... would take some work.


Fixing them in horizontal levels wouldn't be as hard as fixing them in vertical levels, though.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Horizontal levels are more common though.
Originally posted by kirbyeatsbomberman
Horizontal levels are more common though.


Yes, but in such a patch you should always take everything in consideration.

</off-topic>

--------------------
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Would it not be easier to use the code that the extended slope uses (doesn't split on subscreenboundaries)?


Originally posted by kirbyeatsbomberman
Would it not be easier to use the code that the extended slope uses (doesn't split on subscreenboundaries)?

You mean the vertical level compatable ones? They split on horizontal level's boudries.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I'd be guessing the same basis of code would be used though.
Friction is a property of how two surfaces interact. Besides it also depends on the surface finish of the two objects in contact with each other (Smoother lesser friction), lubricated or not (is there water, oil or something else between them), how much area of the 2 objects are in contact with each other (a marble sitting on same surface as a brick will experience much lower friction) and so on.
=================
Link Building| Link Building Services
Wow.
Pages: « 1 2 » Link - Thread Closed
Forum Index - SMW Hacking - SMW Hacking Help - SMW Data Repository - Z-Ordering of objects

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2022 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks