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Dynamic Z Preparing V3.75
Forum Index - SMW Hacking - Resource & Tool Releases - Dynamic Z Preparing V3.75
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The next week i will upload a new version of dynamic Z.

The next version will have:

-Vram Reserve system: sprites can reserve space on vram of SP1, SP2 or SP3 to load their graphics, all sprites of the same type that reserve space can use this reserve space, others sprites can't reserve a space if this space is used by other sprite. It can be used to make semi-dynamic sprites or giant dynamic sprites.

-Anti-Desync system for dynamic sprites: A dynamic sprite will use always the same space on Vram while it is on screen, if a dynamic sprite can't load its graphics then it will wait up to have the oportunity to load them and will reserve their space on vram.

-Compatibility with MarioDMAer, 32x32 player and LX power ups.

Notes:

Semi-Dynamic sprite: a sprite that use a lot of graphics and it load all their graphics on SP1,SP2 or SP3 when it is spawned. You can use up to 12 Semi-Dynamic Sprites on the screen if they can upload their graphics on SP1,SP2 and SP3.

Giant Dynamic sprite: A very big dynamic sprite, they can be of 128x128 or 144x144. you only can have 1 Giant Dynamic sprite on the screen and they use an animation of 15 fps or less.
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Hey, has been two weeks already!

I was making an sprite and I found some bugs (I am writing this in Spanish too, since it is easier for us that way :P ):

Bugs:

-The animation window looks weird sometimes. I think this happened because I am using various palettes in a same frame. Image.
/// Al soperponer tilas que usan distinta paleta éstas se ven raras en el previo de animación.

-I named a frame "Frame 1". Any label related to that frame in the ASM file was called "Frame 1_something:" and as you know assemblers do not admit empty spaces in a label. Dyzen should replace those with "_" or at least ban frame names with spaces.
/// Si uno pone espacios en el nombre de un frame, estos aparecen también en el archivo ASM, lo que produce un error al momento de ensamblar. El programa debería convertir esos espacios en guiones del tipo "_" o prohibir el uso de espacios al nombrar un frame.

Also...

Dyzen should generate outputs for other assemblers, I know xkas/asar is way better than Trasm, but still could be useful if you want to just copy paste codes from other sprites or libraries.
///Ojalá pudieras añadir una opción que permita elegir el ensamblador preferido del usuario; ya sea Asar, Xkas o Trasm; y que de acuerdo a esta elección el archivo asm sea compatible con dicho ensamblador.

Oh, and when I was coding my sprite this happened...

http://i.imgur.com/Bj8RKqQ.gif

I think those glitched graphics are related to the way spritetool hijacks handle the sprite status. Once I set the sprite status to #$02 (killed, falling off screen) it apparently converts the sprite into the normal sprite in the "acts like" number, totally ignoring my GFX routine. Do you know how to fix this? :(
You promised that will release next week and nothing about the Dynamic Z.
What's going on?
i need to finish an university work and i can finish the new version.
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I thought that you finished the university?
i was sick and the teacher put a homework that i couldn't make because i was sick then i must make it to finish.
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i finish the new version of Dynamic Z. This version include the follow features:

-Antidesync system: dynamic sprites never have bugs with desynconization of graphics or something similar.

-Now Dynamic Sprites doesn't need to use extra bit.

-Now you can use a lot of dynamic sprites on the screen and never cause a graphic glitch.


-Semi Dynamic Sprites : in this version you can make sprites that load all their graphics when start on the screen and all others sprites that are equales, share that graphics, you can make semi-dynamic sprites that use only a half of SP, a complete SP or 2 SPs. They only can use SP2 or SP3.

-Giant Dynamic Sprites: you can put on the screen a Dynamic sprites of 96x96. Only 1 on screen.

also includes any stuff of old version:

-Can use the double of dynamic sprites on the screen than DSX.
--8 dynamic sprites of 32x32,4 of 48x48 OR 2 of 64x64

-Allows activate a 50% more mode but when you use 50% more mode you cant use status bar, yoshi, podoboos and others things.
--12 dynamic sprites of 32x32,6 of 48x48, 2 of 48x48 and 2 of 64x64 OR 2 of 80x80.

-You can change any graphic on the fly.

-You can change any palette on the fly.

-You can change the graphics and palette of the player.

-You can activate a mode to disable mario dynamic routine and make your own player graphic routine.

Also the new version includes some helpful documentation:

-Tutorial and readmes.
-Diagrams.
-Common Codes to make copy paste (code to change gfx,palettes, player gfx and palette, alternate terrain or colors,etc..).
-Dynamic, Semi-Dynamic and Giant Dynamic sprites Templates.
-Examples.
-Test Rom.

I am making the documentation, the patch will be avaiable this week when i finish the documentation.
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Cool, is nice to see you are including some guide documents this time.

Also, many of the new features are quite amazing.
Will the documentation delay?
You stated that the Dynamic Z will be released this week and NOTHING!
Originally posted by Roberto zampari
Will the documentation delay?
You stated that the Dynamic Z will be released this week and NOTHING!


lol, is a complex patch be patient, for now here is the tutorial, i am making examples and templates now.

Link
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the new version will be finished very soon, for now you can watch those videos to know the new features:

Dynamic Sprites of 96x96

Dynamic Sprites of 112x112

Custom Player of 48x48
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Where did you get the orcha whale graphics from?

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Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
Where did you get the orcha whale graphics from?


Metal slug 2 from the battle vs allen o'neil.
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anonimzwx, you're a god.
With this, there's no need for make bosses/enemies/gimmicks with layer 2/3.
To avoid slowdown, how many sprites of these sizes (96x96 and 112x112) are need?
Originally posted by Roberto zampari
anonimzwx, you're a god.
With this, there's no need for make bosses/enemies/gimmicks with layer 2/3.
To avoid slowdown, how many sprites of these sizes (96x96 and 112x112) are need?


Dynamic Sprites of 96x96 use all SP2 and all SP3, you can have only one and use few more normal sprites that must use SP1 or SP4.

and Dynamic Sprites of 112x112 use all SP2, SP3 and SP4, you can have only 1 and you can't use more sprites or only sprites that use SP1.

You can't use others Dynamic sprites if you use a Dynamic sprite of 96x96 or 112x112.

Now they doesn't cause a lot of slowdown, i tested them and they doesn't cause lag because is only 1 sprite, it is because Dynamic Z optimize the dynamic routine of mario saving a lot of cycles, also dynamic sprites of Dynamic Z only use DMA transfer when is necessary.
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All I can say is, with this, I hope we see some New Super Mario Bros. sprites that take advantage of it. Those spinning block platforms come to mind.
Originally posted by imamelia
All I can say is, with this, I hope we see some New Super Mario Bros. sprites that take advantage of it. Those spinning block platforms come to mind.

Yeah, I would like to see those as well. Another idea would be the grinders and bumpers from Super Mario Maker.

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I have a DeviantArt, if you do want to see my art on there. I don't really visit it much now, though.
Originally posted by cheeyev
Yeah, I would like to see those as well. Another idea would be the grinders and bumpers from Super Mario Maker.


These 2 things could've been done the moment custom sprites were a thing many years ago. It could be done by anyone with asm knowledge in about 10-20 minutes each. I'm just saying it so you know that this project isn't needed for it to be done.
Originally posted by mario90
Originally posted by cheeyev
Yeah, I would like to see those as well. Another idea would be the grinders and bumpers from Super Mario Maker.


These 2 things could've been done the moment custom sprites were a thing many years ago. It could be done by anyone with asm knowledge in about 10-20 minutes each. I'm just saying it so you know that this project isn't needed for it to be done.

Well, what I meant is mainly them being mostly like their SMM selves as the grinder rotates without any additional graphics and the bumper is resized whenever you bounce on it, but then again, I think SMW on its own doesn't have the ability to resize sprites and such without Mode 7.

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I have a DeviantArt, if you do want to see my art on there. I don't really visit it much now, though.
Originally posted by cheeyev
Well, what I meant is mainly them being mostly like their SMM selves as the grinder rotates without any additional graphics and the bumper is resized whenever you bounce on it, but then again, I think SMW on its own doesn't have the ability to resize sprites and such without Mode 7.

Those are really minor details, are they really necessary in the end?

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スヤスヤ・・・ (Art by 1UPdudes)
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Forum Index - SMW Hacking - Resource & Tool Releases - Dynamic Z Preparing V3.75

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