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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 »
Well, i'm still wondering how's the progress of the Dynamic Z and the tutorial.
Okay, i know that i should be patient, but what's going on?
The college had started and new exams had started?
i finished the tutorial, examples and templates, i only need to finish some common codes that the user can make copy paste.

I released the new version, look the main thread to know the changes.


I'm glad that your Dynamic Z was approved.
I wonder if Dynamic Z will have more updates or that's enough.

@RZ, He literally states in the first post about upcoming updates.

@anon: Excellent job man. I'm mostly excited for the 4.5 update as I could use that dynamic player stuff for my hack.
Layout by LDA during C3.
Guys please redownload the last version on the patch section because i fixed a very little bug that happend when you use yoshi and player gfx change (for 1 or 2 frames yoshi glitch its graphics when you use graphic change and yoshi is on the screen).

Please use the version 3.1 of Dynamic Z on the patch section.

Also thanks lightvayne, i have very few time now to make the next version of dyzen, but i will if i have luck i can release the version 3.0 of dyzen this months.

I don't know if you made the SA-1 version of Dynamic Z or if someone else did, but this is what Mario looks like in the latest build of Higan



--------------------
Hacks:
i didn't make the version of SA-1, i made the version for normal rom, wait tomorrow and i will fix it. The normal version works fine for every emulator, i will ask to discothebat about what happend with the sa1 version.

Edit: I fixed, Please redownload the version 3.15, It fix that error on sa1. If you detect another bug please report it.

I know this thread is old, but it's making me curious.

If you're able to do 12 32x32 dynamic sprites at once, does that mean that sprites have to alternate DMA loads in order to work within Vblank period? Or is this a PAL region ROM where Vblank is longer?
It's alternating DMAs with the help of disabling almost all of v-blank consuming stuff.
Plus, we are a ROM hacking community which means the ROM we use are already existing and need to focus on standards (here US-NTSC ROMs) and can't chose the regial like on homebrew.

--------------------
Okay, my layout looks ugly.
I am excited to see this being used in more hacks. I can probably make some cool boss animations and post them here.
Originally posted by Drex
I know this thread is old, but it's making me curious.

If you're able to do 12 32x32 dynamic sprites at once, does that mean that sprites have to alternate DMA loads in order to work within Vblank period? Or is this a PAL region ROM where Vblank is longer?


The patch do use some mirrors rams to modify the registers on the vblank. Then all changes that you do on the mirrors rams will be apply on the next vblank. The patch alternates DMA, Basically you can use sprites of 60FPS or sprites of 30FPS, if you use 60FPS (all dsx sprites) you can use only 4 32x32 sprites, if you use 30 FPS (dynamic Z sprites) you can use up to 8 32x32 sprites.

Also my patch can disable some DMA from the game to use up to 50% more DMA (50% more sprites). it is a special mode of the patch that you can activate if you want.

First of all, I apologize for all my time out of hacking community, I was with a lot of problems of time because university, but now i have more time and i can work on all projects like dynamic Z or dyzen.

A lot of people have problems with Dynamic Z basically for compatibility issues with some patches like 32x32 Player Tiles, Mario 8x8 tiles DMAer, LX5's Custom Power ups, any patch that change status bar, etc...

This is normal because Dynamic Z is not only a Dynamic Sprite Support, is a complete VRAM and CGRAM Support with a lot of extra features that you can use if you want like the option to do a custom player of 48x48 or less, change any graphis or any color of a palette on the fly, giants dynamic sprite (80x80~112x112) or semi-dynamic sprites.

For that as i put here, I will make a new version where you can select the what features of Dynamic Z that you want.

If you only select Dynamic Sprite support, then the patch only will be an overkill of dsx patch and no more. I'll separate each feature of the patch and say in the tutorial what kind of compatibility problems have the feature or what Rams Address will need. Then if you have a problem with that compatibility problem then you can deactivate that feature.

I'll upload this new version as soon as possible, possible during this or the next month.

I uploaded the First Beta of Dynamic Z V3.5, if you wanna test it or something please click here

I finished the new version of Dynamic Z, It is on moderation for now. Look the main thread to know what is new.

I will be working on a new version (4.0) of the patch in September and probably October. This new version will include the following features:

- Yoshi Graphic Changer: you can change Yoshi's graphics on the fly.

- 32x32 Tilemap Player and Mario's 8x8 Tiles DMA-er: a version of these patches will be included to make them fully compatible with Dynamic Z. They will also be optimized to only upload graphics when necessary.

- New 60FPS dynamic sprites support: old dynamic sprites uploaded to the sprite section use an annoying buffer which causes a lot of slowdown. This new version of Dynamic Z will avoid that buffer by using direct VRAM transfer, which will need a dynamic sprite remoderation. This feature will also free the following RAM address range: $7F:0B44-$7F:1343.

- 30FPS + 60FPS dynamic sprite support: you will be able to use both on the same screen, but you must change the extra bit of the 30FPS sprite.

- DMA optimization for any dynamic sprite: they will only upload graphics to VRAM when necessary. This decreases slowdown, gives more time to the NMI for uploading graphics during most of the frames as well as avoiding some of the flickering caused by DMA overload.

- Possible massive DMA feature: this will be included if Vitor finishes the next version of SA-1. It can be useful for giant 112x112 bosses (or bigger) or massive exanimations using his system, and will of course require the SA-1 patch.

Q: Do you have to insert all of these features to your ROM at the same time even if you won't use them?
A: No. You can select which features you want.

It was nice to be updated the Dynamic Z, but and Dyzen?
PIXI was released and need some changes in the sprite maker.
Originally posted by Roberto zampari
It was nice to be updated the Dynamic Z, but and Dyzen?
PIXI was released and need some changes in the sprite maker.


I am working on Dyzen, i will show a preview soon.

Finally V3.5 was accepted on the patch section. Now i will start V4.0 doing all features included in this post:

https://smwc.me/1477560

i dont know how much time i will need.

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

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