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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 »
Finally i finished the university then i have a lot of free time, i am working on Dynamic Z V3.7, it will be finished during august or october. What is new?

-Easier installation, it wont require manual !Freespace anymore to use its library.
-Dynamic sprites only upload graphics to the VRAM when it is necessary.
-Some optimizations.
-Now you can use 30fps and 60fps dynamic sprites on the screen, but each 60fps use 2 30fps slots.
-Better Giant Dynamic Sprites Support.
-Better Semi-Dynamic Sprites support.
-Better Custom Player support. (requires Player hijack)
-Now you can change the limit for graphics change (on the V3.5 the limit was 0x800 bytes per frame or 0xC00 bytes if you use 50% more mode, now you can change that limit depends on your necessities).
-Original Player Palette is uploaded only when is needed. (requires Player hijack)
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I'm so excited for this! The graphical changing capabilities look like a lot of fun to play with.
I finished the new system of Dynamic Z for 32x32 sprites, i am still working on the others sizes, the new system only loads graphics to the VRAM when it is necessary, also only send to the VRAM the necessary data to do the frame.

I am also working on Dyzen Sprite Maker's Dynamic Sprite Support, It recieves a Sprite Sheet and it generate the palette and all frames based on the sprite sheet then you save a lot of time, also the tool optimize tiles to use the minimum number of tiles and the minimum space on the VRAM, here an little preview:



Probably i will change a lot of things, Still is very experimental.

Here an image of the graphics generated:



And here some Gif about the sprite made:




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I finished 48x48 Dynamic Sprite Support, my next step i work on 16x16 and 16x32 Dynamic Sprite support, my goal is the following Dynamic Sprite sizes:

Size: 16x16
Max Space Used on Vram: 16x16
Slots Used: 1

Size: 32x16
Max Space Used on Vram: 32x16
Slots Used: 2

Size: 32x32
Max Space Used on Vram: 64x16
Slots Used: 4

Size: 48x48
Max Space Used on Vram: 128x16
Slots Used: 8

Size: 64x64
Max Space Used on Vram: 128x32
Slots Used: 16

Size: 80x80
Max Space Used on Vram: 128x48
Slots Used: 24
(Require 50% more mode or SA-1 widescreen trick)

Size: 96x96
Max Space Used on Vram: 128x128 (SP3 and SP4)
Slots Used: All Slots
(Only 30FPS animation)

Size: 112x112
Max Space Used on Vram: 128x192 (SP2, SP3 and SP4)
Slots Used: All Slots
(Only 30FPS animation and require 50% more mode or SA-1 widescreen trick).

You can use 16 slots per frame (with 50% more mode or SA-1 widescreen trick, 24 slots), you can use any combination of 16 (or 24) slots, for example 2 Dynamic sprites of 48x48.

There are 2 kinds of animation frame rate, 60 fps (can update Dynamic graphic each frame) or 30 fps (can update Dynamic graphics every 2 frames). 30FPS Dynamic Sprites have slower frame rate but you can put the double of sprites, because they sincronize Dynamic routine between odd frames and even frame. For example if you use 60FPS Dynamic sprites you can have only 2 Dynamic sprites of 48x48 at the same time, but if they are 30 FPS you can use 4.

For now i finished 32x32 and 48x48 Dynamic Sprite support.



(Excuse me for the slowdown, have 6 sprites of 32x32 and 1 of 48x48 on the screen uses a lot of cycles, for that i recommend to use SA-1 or use less number of sprites, this is only a demonstration).

With the new Dynamic Sprite Support, the Dynamic Sprite load their graphics only when it is necessary, also they only send the necessary data to VRAM saving a lot of cycles on the NMI.

Also with the new Dynamic Sprite Support, Dyzen Tool can recieve a Sprite Sheet and make all frames of the Dynamic Sprite, then you only need to do animations and interaction.

Some extra features of the new Dynamic Sprite Support are:

-Now you can select how much space you want to use on the VRAM, the mínimum space is a half SP, if you allows more space on the vram you can have more Dynamic sprites on the screen, Max Space is 3 SP for normal Dynamic sprites. (this doesn't apply for 96x96 or 112x112 Dynamic sprites, Dynamic sprites of 80x80 requires a complete SP or more).

-Now you can select where the patch start to load the graphics, you can select between second half of SP3 or second half of SP4.

-If you use SA-1 you don't need 50% more mode to use 50% more Dynamic sprites, you only need the widescreen trick. Still 50% more mode i available if you dont want to use widescreen trick.

-Dynamic sprites now can be clusters, extended or overworld Sprite too, for overworld Sprite, Max Size is 64x64.


I am making a lot of Dynamic sprites for the next C3, some of them are from DKC, but also the bosses requested on the last C3.

-Klaptrap from DKC (includes cyan and purple versión, also allows hp)
-Zingers from DKC (includes normal and red versión, also allows hp, only can be killed with throwable items like shells, red versión only with bob omb)
-Sagat from Street Fighter (Boss).
-Magus from Chrono Trigger (Boss).
-Baby Bowser from YI (Boss, only first phase).
-And a more.
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I finished cluster, extended and overworld sprite support, also 32x16 and 16x16 sprites.

This is an example of cluster of 16x16:





Both will be available when i release Dynamic Z V3.7, in the case of the butterfly it only use 1 tile of 16x16 and the fishes requiere 1 tile of 16x16 and 1 of 8x8 each kind. Both are dynamic cluster (butterflies are 16x16 and fishes are of 32x16).

In this case to save space, only one of each kind of sprite is dynamic and the others are coordinate to use the same graphics, then with only 1 dynamic sprite you can have a complete dynamic cluster effect.
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the progress is looking good, I like the butterflies. dyzen is coming along very well
64x64 Dynamic Sprite Support and Klump:



All graphics were ripped using Dyzen, this is the GFX:



Normaly this sprite with traditional way to do dynamic sprites should use 32 or 34 kb, but with new Dyzen and Dynamic Z only requires 21kb.
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I remade LX5's Midway Flag to new Dynamic Z V3.7:



Here Old Graphics:



Here New Graphics:



Results:

-Old Graphics use 6 kb on the rom, New use 4.59 kb.
-Old version transfer graphics each frame, New version only transfer graphics every 6 frames. This means that new version saves 5/6 of dynamic routines.
-Old version require a buffer, New version don't use it this means that each dynamic routine of the old version produce the double of slowdown.
-Old version transfer 512 bytes to vram in 4 transfers. New version transfer between 384 and 448 bytes.

TL;DR

New version decrease slowdown 93.75% on Dynamic Routines and use 23.5% less space on the rom.


Remake Dynamic Sprites to Dynamic Z also allows to use more dynamic sprites on the screen, on DSX you only can use 4 dynamic sprites. On Dynamic Z there are 32 slots for dynamic sprites, dynamic sprites of 32x32 uses 4 slots then it allows 8 dynamic sprites of 32x32 (With 50% more mode there are 48 slots AKA 12 dynamic sprites of 32x32).

I will remake some old dynamic sprites to Dynamic Z.
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I included some documentation of the new version of the patch here:

Dynamic Z V3.7 Documentation
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Bad news guys. I was working on all, but tbh is a lot of work and i don't have enough time to finish it before C3, I Will skip this C3 and release all on Summer C3.

The good news is that The Dark Warrior (StrikerForce) will give me graphics to do Omega Boss of FF, i will do it with the others bosses that i promised (magus, baby bowser and sagat).


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

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