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Tip: You can draw more event tiles under the default Layer 2 Event tiles on the overworld for custom use!Not logged in.
Small Insignificant Data
Forum Index - SMW Hacking - Resource & Tool Releases - SMW Data Repository - Small Insignificant Data
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Of the default event tiles, x18 and x30 are the same. Additionally, there's no horizontally-flipped version that corresponds to Layer 1 path tile 3, suggesting that one of them was possibly intended to be flipped, but Nintendo apparently didn't need one outside of the Forest of Illusion (left of the ghost house), where they used tile 5B instead (because of the tree). The only other place where path tile 3 is used is left of Donut Ghost House, making it one of the least used path tiles that's used at all (the Star World used tile 0x49 instead)

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Ooookay, apparently Overworld tile 7A (the little x) is actually an animation. I wonder how many people have discovered this? At least me and probably FuSoYa...

EDIT: Also, does the OW use Mode 2?

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Mode 1 still. Three layers total, so.
But then how do the water tiles work? something to do with scanlines?

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
...what?
the water tiles are animated, just like the ow stars and the level coins.
i dunno what water you are talking about, but meh, i think its just the ow water.
Well, not just like the stars and the level coins, those have a number of frames in the graphics file, and those are uploaded to VRAM one frame at a time. The water tile, however, has only one tile, and I suspect that the game physically alters the data of the tile through an algorithm that shifts the top half left and the bottom half right before writing it to VRAM. (or vice-versa, I can't remember which)

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Now with extra girl and extra hacker
Originally posted by Giant Toilet
The water tile, however, has only one tile, and I suspect that the game physically alters the data of the tile through an algorithm that shifts the top half left and the bottom half right before writing it to VRAM. (or vice-versa, I can't remember which)


Yes, this routine can be found almost immediately into bank 04's code:

Code
CODE_0480E6:        A2 1F         LDX.B #$1F                
CODE_0480E8:        BD F6 0A      LDA.W $0AF6,X             
CODE_0480EB:        85 00         STA $00                   
CODE_0480ED:        8A            TXA                       
CODE_0480EE:        29 08         AND.B #$08                
CODE_0480F0:        D0 07         BNE CODE_0480F9           
CODE_0480F2:        06 00         ASL $00                   
CODE_0480F4:        3E F6 0A      ROL.W $0AF6,X             
CODE_0480F7:        80 05         BRA CODE_0480FE           

CODE_0480F9:        46 00         LSR $00                   
CODE_0480FB:        7E F6 0A      ROR.W $0AF6,X             
CODE_0480FE:        CA            DEX                       
CODE_0480FF:        10 E7         BPL CODE_0480E8           


There are more similar codes around this part that update animations of other tiles as well - for example, the waterfall tiles.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
The Layer 3 'Cage' 'garbage tiles' actually had a use! If you insert Sprite 88 manually [not in the Add Sprites menu] you'll find that there was gonna be a cage with wings used in the game! According to SMWiki, it uses the castle tileset, so I'm trying to figure out how to make it use concrete blocks for the border and vines for the 'chains.' If anyone experienced in tileset-mapping could help me with this I would love you forever!
Already known. Use Layer 3 ExGFX (Which FuSoYa really needs to add support for). Here's some interesting trivia:

-If you don't insert an autoscroll generator, it spawns to the right enough that Mario's position on screen causes the screen to constantly scroll right at high speed
-The cage is unaffected by the layer 3 priority setting in the header; it always has priority
-Mario moves with the screen, not the cage.

Other interesting trivia:
-The game will crash if you use sprite D2 to stop a Layer 3 smash.
-The crash is identical to sprite 36, suggesting that sprite might've been a debug sprite for a level that was overwritten, and the debug features were removed & replaced with something.
-Come to think of it, 36 is a nice round number that's easy to remember; Nintendo might've used something easy to remember for something used often (keys are 80, for example)

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
That is kinda old, sacredfire =/

You can find a fairly good theory over at The Cutting Room Floor's page about smw
Stickied because of large justice.

In all seriousness, I think this is a pretty neat thread if used appropiately.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
I'm not sure about this but I was playing a Super Mario Thing and I was messing with my savestates and got this..


I had this another time with savestate 90 but I forgot to take a picture.
That doesn't have anything to do with SMW does it?

Anyway, ZSnes can go up to 99 savestates. you know that right?
I change my layout every 4-5 months
Originally posted by Ramp202
That doesn't have anything to do with SMW does it?


Indeed it doesn't.

People, please only post discoveries if you're think they're at least a little bit significant. This isn't even SMW-related to begin with, but has to do with ZSNES's savestate system.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Object 0 (Exit Object) is always placed at Y=0x11 in vertical levels, and at X=0 in Horizontal levels, but for the latter it only works for the right side. At least that's my understanding.

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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 smwiki
Screen exits

(Extended object 00)
|First | |Second| |Third | |Last |
000PPPPP 0000WUSH 00000000 DDDDDDDD

PPPPP = Page number
W = Water (secondary exit)
U = Secondary Exit? *
S = Secondary Exit
H = Unused **
DDDDDDDD = Lower 8 bits of destination level

Creates a screen exit. Should be placed right before the end of the level.

*) Used by a Lunar Magic ASM hack: If set, the H bit will be used
**) Used by a Lunar Magic ASM hack: High bit of destination level (only if the U bit is set)

The PPPPP is YYYYY for all other objects (except screen jump), while the WUSH is XXXX for everything except screen jump. (YYYYY and XXXX are reversed in vertical levels, but PPPPP and WUSH aren't.)
So the screen exits' "Y positions" are equal to the screen they're placed on.

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<blm> zsnes users are the flatearthers of emulation
I also heard that Extended Object 1 does something (Or at least isn't a fatal error)

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Extended object 01 is a screen jump. It shifts the loading routine to another screen:

000SSSSS 0000UUUU 00000001

SSSSS = screen to jump to, UUUU = unused. Its code is at $0DA53D and is only 11 bytes long:

Code
CODE_0DA53D:        A5 0A         LDA $0A                   
CODE_0DA53F:        29 1F         AND.B #$1F                
CODE_0DA541:        8D 28 19      STA.W $1928               
CODE_0DA544:        8D A1 1B      STA.W $1BA1               
Return0DA547:       60            RTS
I wonder if other extended objects could be hacked to have a use?

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Extended objects 02-0F and 98-FF, you mean? Almost every other extended object is used...but if those are the ones to which you refer, then yes, and it isn't difficult to do either. In fact, there's already a patch that covers them, and if you wanted to hack any of the already-used extended objects, all you'd need to do is change its pointer in the table at $0DA10F.
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