I'm thinking about submitting some 8BPP/256-color background ExGFX to the graphics section, but the problem is, I don't know if they're allowed, mainly for two reasons:
Here's what one who's downloaded such a set would have to do in order to insert it (there's no step 1 because that step was for actually ripping them):
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- You need quite a few patches in order for them to work, which obviously means that in order to use them, you'd need patience and need to know how to use Xkas.
- The graphics don't show up correctly in LM, rendering the required Map16 screenshot useless.
Here's what one who's downloaded such a set would have to do in order to insert it (there's no step 1 because that step was for actually ripping them):
Originally posted by edit1754
So, in a nutshell, are they allowed to be submitted to the ExGFX section or not?
How to use it:
2. Insert the BG as you normally would, with FG1-3 and BG1-3.
3. open the .asm for the Generic ExGFX File Uploader patch, and add in four entries for your level: (omit the entries you don't need though)- the first one, L3-1&2 (l3_1_2.bin) should have VRAM address $4000
- the second one, L3-3&4 (l3_3_4.bin) should have VRAM address $4800
- the third one, TM3-1 (tm3_1.bin) should have VRAM address $5000
- the fourth one, TM3-2 (tm3_2.bin) should have VRAM address $5800
Example:
2. Insert the BG as you normally would, with FG1-3 and BG1-3.
3. open the .asm for the Generic ExGFX File Uploader patch, and add in four entries for your level: (omit the entries you don't need though)- the first one, L3-1&2 (l3_1_2.bin) should have VRAM address $4000
- the second one, L3-3&4 (l3_3_4.bin) should have VRAM address $4800
- the third one, TM3-1 (tm3_1.bin) should have VRAM address $5000
- the fourth one, TM3-2 (tm3_2.bin) should have VRAM address $5800
Example:
Code
5. Open levelinitcode.asm that comes with LevelASM.Init and add this code to your level number's entry:
7. Enable Sprite Status Bar for your level (read ssb.asm's readme for this)
What's really going on here:
- We're changing the screen mode from mode 1 to mode 3, enabling 8BPP on layer 1 (and sacrificing layer 3)
- Switching layers 1 and 2, because in mode 3, layer 1 is 8BPP and layer 2 is 4BPP
- Moving layer 1 to the subscreen and layer 2 to the mainscreen, so layer 1 shows up behind everything and layer 2 shows up in front
Limitations/Incompatibilities:
- None of the BG will show up correctly in LM
- **Any of Sprite Status Bar's limitations** Here are some examples, see Sprite Status Bar's readme for more info
- No goal points (use a pipe to exit to another level with a goalpoint)
- No message boxes or anything that uses layer 3
- Keyholes make the status bar disappear (might be fixed in the future)
- Limited amount of extended sprites onscreen
- Limited amount coinblock animations that can be shown at one time (the jumping coin, not the brick bounce)
- You will have to make copies of the pipes and give them layer priority, or mario will show up in front of them while going down them
- You will have to make copies of the question blocks w/ items and give them layer priority
- Layer priority won't work the normal way. Turning on layer priority won't allow things to appear above Mario under normal circumstances
dw $0103 : dw $4000 : dw $0C03 ; Level 103 - L3-1&2 - ExGFXC03
dw $0103 : dw $4800 : dw $0C04 ; Level 103 - L3-3&4 - ExGFXC04
dw $0103 : dw $5000 : dw $0C05 ; Level 103 - TM3-1 - ExGFXC05
dw $0103 : dw $5800 : dw $0C06 ; Level 103 - TM3-2 - ExGFXC06</pre>
4. Open the .asm file for the Tilemap Remapper patch, and (for your level) set the Extra Flags to %01 - this swaps layers 1 and 2 (because only layer 1 is 8BPP)5. Open levelinitcode.asm that comes with LevelASM.Init and add this code to your level number's entry:
Code
6. Make sure the Transparency Restore Patch is patched to your ROM.er-nobr">LDA.b #$03 ; \ mode 3 STA.b $3E ; / LDA.b #%00010010 ; \ sprites & layer 2 STA.w $212C ; | on MainScreen STA.w $212E ; / LDA.b #%00000001 ; \ layer 1 STA.w $212D ; | on SubScreen STA.w $212F ; /
7. Enable Sprite Status Bar for your level (read ssb.asm's readme for this)
What's really going on here:
- We're changing the screen mode from mode 1 to mode 3, enabling 8BPP on layer 1 (and sacrificing layer 3)
- Switching layers 1 and 2, because in mode 3, layer 1 is 8BPP and layer 2 is 4BPP
- Moving layer 1 to the subscreen and layer 2 to the mainscreen, so layer 1 shows up behind everything and layer 2 shows up in front
Limitations/Incompatibilities:
- None of the BG will show up correctly in LM
- **Any of Sprite Status Bar's limitations** Here are some examples, see Sprite Status Bar's readme for more info
- No goal points (use a pipe to exit to another level with a goalpoint)
- No message boxes or anything that uses layer 3
- Keyholes make the status bar disappear (might be fixed in the future)
- Limited amount of extended sprites onscreen
- Limited amount coinblock animations that can be shown at one time (the jumping coin, not the brick bounce)
- You will have to make copies of the pipes and give them layer priority, or mario will show up in front of them while going down them
- You will have to make copies of the question blocks w/ items and give them layer priority
- Layer priority won't work the normal way. Turning on layer priority won't allow things to appear above Mario under normal circumstances
So, in a nutshell, are they allowed to be submitted to the ExGFX section or not?
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