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Dynamic Z Preparing V3.7
Forum Index - SMW Hacking - Resource & Tool Releases - Dynamic Z Preparing V3.7
Pages: « 1 2 3 4 »
Dynamic Z

The new version of Dynamic Z is available here:

Last Version V3.5

-Use the double of Dynamic Sprites than DSX.
-Use Dynamic Sprites of 80x80, 96x96 and 112x112
-Use Semi-Dynamic Sprites.
-Change graphics and palettes on the fly.
-Change graphics and palettes of Mario on the fly.
-Make your own custom player of 48x48.
-Retro-compatibility with DSX Dynamic Sprites.

Videos:

Custom player of 48x48

Dynamic Sprite of 112x112

Dynamic Sprite of 96x96

Exgfx change

Palette Change

Mario Palette

Mario Graphics Change


The patch include:

-Sprites Examples.
-Sprites Templates.
-Common codes to make Copy-Paste.
-Examples for custom player of 48x48.
-Tutorial.
-FAQ.

NEW VERSION PREVIEW

I finished the new version of Dynamic Z, is on moderation now.

This version have something that a lot of people was asking about the patch. Version V3.15 have severals incompatibilities with some important patches like 32x32 Player Tiles, Mario 8x8 Tiles DMAer or LX5's Custom Power ups.
The new version solves that using a the same system of uberasm patch.
On the file header.asm you will find this:

Code
;#########################################################
;################ Dynamic Z Options ######################
;#########################################################

;Next use Hijacks: $00823D and $0082DA
;No patches uses thats hijacks.
;This hijacks are required always

!DynamicSpriteSupport30FPS = !true
!DynamicSpriteSupport60FPS = !true
!GFXChangeSupport = !true
!SemiDynamicSpriteSupport = !true
!PaletteChangeSupport = !true

;Very situational option, basically you can set parameters
;of DMA transfer from other code like a uberasm and it will
;start the transfer during nmi, not very usefull, but maybe
;someone need it.
!UseDMAMirror = !false

;Next use Hijacks: $00F636 and $00A300
;Possible incompatibilities with patches that change the GFX of mario.
;Patches with possible incompatibilities: 32x32 Mario Tiles, LX5's Custom Powerups.

!MarioGFXChangeSupport = !false
!MarioPaletteChangeSupport = !false
!FullyCustomPlayerSupport = !false

;Next use Hijacks: $008E1A, $008DAC, $008CFF, $008292, $00A43E, $00A4E3 and $00A3F0
;Possible incompatibilities with patches that changes status bar or change 
;default Not-Mario/Yoshi DMA from smw.

!Mode50moreSupport = !false

;#########################################################
;################ END of Dynamic Z Options ###############
;#########################################################


If you want to enable a function then you must put "!true" and if you want to disable then you use "!false" (without quotes).

If you only use Dynamic Sprite Support, it is only an overkill of dsx.

Features that use hijacks $00823D and $0082DA, shouldnt have any problem of compatibility because are very weird hijacks and nobody use them.

LINK: DYNAMIC Z V3.5

I will check this thread. I still hope you win for the best ASM patch.
@Tip: You know this already. SA-1 allows for 6 or 8 MB ROMs, so be sure your patch will work in those areas as well.

--------------------
Working on my hack.
Originally posted by Rykon-V73
I will check this thread. I still hope you win for the best ASM patch.
@Tip: You know this already. SA-1 allows for 6 or 8 MB ROMs, so be sure your patch will work in those areas as well.


thanks, but you can't patch this on a bnk 40 or more because the patch can't use the snes register on this bnks. You must use areas in bnks 0-3F.

This is really sweet! I have to ask one thing, though: Will you release the Donkey Kong Country sprites that you showed here?
Originally posted by HackerOfTheLegend
This is really sweet! I have to ask one thing, though: Will you release the Donkey Kong Country sprites that you showed here?


i will release the fish xD i don't know if i will release the bee, not for now at least.

Now DKC sprites are to useless on a normal hack because clash with the graphics :( . the first reason that i made this patch was because on my hack i want to make a DKC level with a custom dynamic player (mario with graphics like DKC).

Actually, the reason I asked is mostly because I am indeed making a level with DKC foreground and background graphics, therefore, the sprites would not clash with the tileset. I was hoping you'd release the Zinger (the bee), but that's fine. I guess I can do something with the fish.

Anyways, I'll definitely be watching this thread. Keep up the great work!
I am working on the Dynamic Z Sprite Tool.

On this tool you will can make each frame and animation of your dynamic sprite and it will give you an ExGFX for your dynamic sprite and the sprite code with the graphic routine, the animations routine and all do you need for use it with the Dynamic Z, you only will need do the sprite logic.

Also you will can see the animation click on the button "Show Animation".

here is an screen shoot with an advance:

LINK

sorry the version that i uploaded to smwc have a bug, i will upload a new version at the afternoon.

Edit: i uploaded the new version yesterday :)

Nice, I will try making my first dynamic sprite with this patch someday. :)
After applying the SA-1 version of the patch. I immeditely noticed that Mario' GFX aren't loaded at Mario's eyes. (at all)

--------------------
Working on my hack.
Originally posted by Rykon-V73
After applying the SA-1 version of the patch. I immeditely noticed that Mario' GFX aren't loaded at Mario's eyes. (at all)


okz i will fix it at the afternoon, sorry is the first time that i convert something to SA-1

Also, an advice: I know you showed the ExGFX and palette changing functions, but why not make a tutorial showing how can one change th ExGFX and palette during a level in a certain area and vice versa. I read the tutorial, but I can't understand how it works.
Edit: About the ExGFX changing thing: I thught it changes a certan number of ExGFX files, kind of like in Yoshi's Island.

--------------------
Working on my hack.
Quote
but why not make a tutorial showing how can one change th ExGFX and palette during a level in a certain area and vice versa.


This is easy to do. The RAM $1B has the current screen number and you can check if you are on X screen and run the change ExGFX/palette code.

Code
	LDA $1B
	CMP #$XX			;Screen number
	BCC normal			;currently its checks if you haven't reached to XX screen,
	[change palette/exgfx code]	;you can change the opcode to another one
	RTS				;if this isn't the one that you want.

normal:	[restore palette/exgfx]		;restore initial/previous palette/exgfx code, unless you
	RTS				;want to have the new palette/exgfx in previous screens.


I think you can do a more precise palette/exgfx change with $1A on 16-bit, but I never used that to do something on my codes, I think it's better using a freeram and trigger it with a custom block that sets to 1 the freeram and the code on levelasm runs if the freeram isn't 0. It's all of figure yourself how do you want to run the palette/exgfx change.
I fix the error, now is compatible with SA-1 but you must change some on the Sa1.asm because the SA-1 include the dsx on the code and you must make this to have compatibility with the dsx on Sa-1.

change this section:

Code
Dynamic_Sprites:				; --------------------------------------
	LDA $6100				; \ Don't run Dynamic Sprites system
	CMP #$07				;  | if the game mode isn't #$07 nor #$14
	BEQ +					;  |
	CMP #$14				;  |
	BEQ +					; /
	STZ !SLOTSUSED				; \ Reset slots used and return
	JML $008172				; /


to this:

Code
Dynamic_Sprites:				; --------------------------------------
	LDA !SLOTSUSED
	STA $419143
	LDA $6100				; \ Don't run Dynamic Sprites system
	CMP #$07				;  | if the game mode isn't #$07 nor #$14
	BEQ +					;  |
	CMP #$14				;  |
	BEQ +					; /
	STZ !SLOTSUSED				; \ Reset slots used and return
	JML $008172				; /


Originally posted by Rykon-V73
Also, an advice: I know you showed the ExGFX and palette changing functions, but why not make a tutorial showing how can one change th ExGFX and palette during a level in a certain area and vice versa. I read the tutorial, but I can't understand how it works.
Edit: About the ExGFX changing thing: I thught it changes a certan number of ExGFX files, kind of like in Yoshi's Island.


I added some SA-1 examples codes.

you can see the examples codes to know make it easier, you can use the code of lx5 and copy paste the example code and change some minor things and it will work.

I found a new thing Asar doesn't like about your patch:

LDX $419143 - unknown command

--------------------
Working on my hack.
Originally posted by Rykon-V73
I found a new thing Asar doesn't like about your patch:

LDX $419143 - unknown command


fixed try now.

the current version was rejectes by a little problem with asar (because it is a xkas patch) and a flickering when you put 8 dynamic sprites of 32x32.

probably in 3 or 4 week i will upload a better version. This version will include this:

- 80x80 dynamic sprites mode, with this you can desactivate some things (SP1 special tiles, no yoshi or podoboos, no block animation, no status bar and probably other thing) and you can put max:

--- 2 dynamic sprites of 80x80
--- 2 64x64 and 2 48x48
--- 6 48x48
--- 8 32x32

or use the extra dma to make other thing.

- A folder with a lot of common routines that you can use on a level asm to change palettes, exgfx ,etc...

- Change of Tilemaps.

- Better tutorial.

- Support to other kind of dynamic sprites like shared dynamic, semi dynamic or giant dynamic.

- Support to make your own player (32X32 without sacrifice or more but with less dynamic sprites on the screen).

- Fix flickering problems of the last version.

- Add special support for SA-1 that can put more dynamic sprites than the normal version and makes a special SA-1 Dynamic Z Tutorial.

About the oam and code library i will working on this but to incorporate to tessera 2.0.

I need people who knows ASM to test the tutorials and the patch to release it on friday (or the next monday).

If someone wants to help me, give me feedback or something it will be very useful and i will be very thankful.

The link of the last version is here:

LINK

I uploaded the last version here:

LINK

This version have the next:

-allows you to put more dynamic sprites than DSX
-retrocompatibility with dsx sprites
-"50% more" mode (if you activate this mode you can put 50% more dynamic sprites but you sacrifice some things).
-Palette changes
-Better GFX change system
-mario's palette and GFX changes

Also I made a Dynamic Sprites Video tutorial here:

Tutorial

I will make an advise.

I am working with discothebat to make a better version of super fx patch. Also i will make a Special Dyanmic Z version to manipulate super fx patch. I don't know when we will release a first version but probably the next year.

I give special thanks to discothebat, she is making a lot of work on this project. For the momment i put here a (beta version)tutorial of Super FX made by discothebat.

Link tutorial

Pages: « 1 2 3 4 »
Forum Index - SMW Hacking - Resource & Tool Releases - Dynamic Z Preparing V3.7

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