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GradientTool - Latest Version: v0.8.2.1 (July 7, ‘15)
Forum Index - SMW Hacking - Resource & Tool Releases - GradientTool - Latest Version: v0.8.2.1 (July 7, ‘15)
Pages: « 1 2 »
About the issue with the scrolling gradient code, find:
Code
levelinit105:
	LDA #$01


Change #$01 to #$00.
Don't worry, that really got me, too.

As for Roy's method of combining everything into one table, I'll add it to the wish list.

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Ooh, nice work! No more mucking about in the .asm file to figure out what colors look the best. The additions are welcome; I expect this tool to be very useful to just about anyone who wants to make HDMA gradients.
Here's another idea, although it might involve modifying the scrolling code: Scrolling brighness HDMA gradients.
Edit: I thought of something else: In case we saw an HDMA gradient in a game and took a picture with it in ZSNES, then it would be nice to be able to load it with GradientTool. It might be hard to make or too hard to make.

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You can download my VLDC12 entry here.
Sorry for double posting, but you'd migth like to know that if anyoen inserts scrollign HDMA codes with imamelia's sample and if you have layer 3 BG, too, it makes that Layer 3 BG transparent. How can I prevent that from happening?

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You can download my VLDC12 entry here.
Originally posted by Ripperon-X
Sorry for double posting, but you'd migth like to know that if anyoen inserts scrollign HDMA codes with imamelia's sample and if you have layer 3 BG, too, it makes that Layer 3 BG transparent. How can I prevent that from happening?

That doesn't happen to me, but you might want to try setting CGADSUB to $20.

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Which value should that be? Sorry for off-topicness.

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You can download my VLDC12 entry here.
#$20? If you mean RAM Address, $40.
Could you maybe add an option to change the range of values for the color window? Right now, the hue, saturation, and brightness values have maximums of 360, 100, and 100, but in Lunar Magic, they are 240, 240, and 240, which means that we have to multiply any color values we might get from Lunar Magic by 1.5 or 0.41666....
Originally posted by imamelia
Could you maybe add an option to change the range of values for the color window? Right now, the hue, saturation, and brightness values have maximums of 360, 100, and 100, but in Lunar Magic, they are 240, 240, and 240, which means that we have to multiply any color values we might get from Lunar Magic by 1.5 or 0.41666....

Yeah, I was planning on it.

Also, are you aware that the colour window has a feature that lets you copy the colour of any visible pixel on the screen?
You can even ALT+TAB between windows while using it.
In addition, if you have difficulty finding a colour from the LM palette editor (or anywhere else), you can hold CTRL to make the magnifier transparent.

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After three years, a new update!

GradientTool Version 0.8.2.1

New feature:
  • Gamma corrected RGB gradients, i.e. RGB gradients with uniform brightness
Changes:
  • Value-corrected RGB gradients are now the default.
  • The default gradient has been changed to red → cyan to demonstrate RGB value correction.
  • The tab pages in the HDMA configuration dialog can now be used without HDMA code generation.
And in case anyone was wondering, now you can use the ranges 0-240 and 0-255. That was added in version 0.8.1 in May 2012.

To add more content to this post, here is a comparison of each of the colourspaces:
       

In the first case, V correction and L correction have the same result, because both colors have the same V and L values.
In the second case, L correction does nothing, because the L of both colors is 50%, so they are desaturated to gray in the middle. V correction desaturates to white.

       

In the rather odd case on the left, L correction introduces a problem absent from the RGB gradient, because the L in the middle forced down from 75% to 50%.
The gradient on the right is a more useful gradient. The V-corrected gradient is brighter than the L-corrected and uncorrected gradients. The HSV and HSL gradients are more colourful than the RGB gradients. In this case, HSL colourspace creates brighter colours than HSV, as it tends to with practical gradients that would actually be used in a hack.

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This is a great improvement. Awesome work.
Oh it's cool to an update from this tool. It's a pretty useful tool. But I still feel there's two important things you should implement into your tool: Allow pc hex in color picker, since obviously most tools uses hex to hold and set a color. And another thing that I'd like is a way to set and get a precise gradient point position. The only way to see a position of one is by attempting to remove a point, but still it gives a percentage value and no way to set the position.

Other than that, it's pretty good.

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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GitHub - Twitter - YouTube - Blog - SnesLab Discord
You can edit the precise position of a gradient point in the gradient stop editor dialog. (I might change how the dialog works when inserting a point so that it changes to whatever colour is at the chosen position until the selected colour is modified.)

I'll figure out a way to fit PC hex into the gradient stop editor, and maybe SNES hex as well for good measure. (As it stands, I already need to add an "undefined" checkbox for the hue and saturation fields so that the user can choose whether to treat gray as if it has a hue or black as if it has a saturation.)

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Oh wow, I never noticed that field before. Maybe because I always threated a color pick dialog as something that only changes... the color. But thanks, it will be pretty useful for my high-precision-points-gradients.

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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GitHub - Twitter - YouTube - Blog - SnesLab Discord
I haven't done any work on this tool in a long time, but I've added some cool features to this tool. They haven't been polished 100% and may not work 100% of the time, but basically if you download a libretro core you can get an in-game preview of your HDMA gradient, and you can even scroll up and down.

I've lost interest in ROM hacking, so unfortunately I won't be finishing this tool. But it would be a shame to let what I've already done go to waste, so I will release what I've done here, source code and all, under the GPL. (I won't be posting it to the Tools section because it's not stable enough for my liking.)

http://bin.smwcentral.net/u/7478/GradientTool.zip
http://bin.smwcentral.net/u/7478/MarioPlayer.zip - source code for MarioPlayer, basically a .NET wrapper for LibRetro with a few SMW-specific features, required for live previews (note: the binary DLL is included in GradientTool)

EDIT: also, here is the latest version of LazyHDMA, which lets you initialize reuse HDMA gradient initialization code and set up gradients with a single line of code for static gradients and two lines of code for scrolling gradients. Especially useful for scrolling gradients. This version of GradientTool uses LazyHDMA by default.

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I can't get the Preview Mode feature to work. I tried with many LibRetro cores (even with the zmz one), but it tells me "The loaded ROM is not similar enough to Super Mario World.", even if I try with the original SMW.

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Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Pages: « 1 2 »
Forum Index - SMW Hacking - Resource & Tool Releases - GradientTool - Latest Version: v0.8.2.1 (July 7, ‘15)

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