Banner
Views: 763,735,716
Time:
13 users online: AntiDuck, BootaNoBijuu, CapitanFrio09, Dan Drigues, Darolac,  Hobz, Infinity,  Lazy, ManWhoDrunkMilk, MarioFan22, Maruhai, TheSorrow, Tob - Guests: 78 - Bots: 348Users: 40,145 (1,958 active)
Latest: ManWhoDrunkMilk
SMWC3 Content Spotlight
eltiolavara9, The Drawer!
Not logged in.
32x32 Character Tilemap Kit update
Forum Index - SMW Hacking - Resource & Tool Releases - 32x32 Character Tilemap Kit update
Pages: « 1 2 »
dunno if this deserves a thread or not. k4fka will decide

anyways, you all may know about the 32x32 character tilemap kit. this is a patch that i created a long time ago, back when i barely learned how to DMA. it features:

1. split tilemap. GFX32 is messy enough already, but the patch forces you to have 2 "GFX32"s, one holding the left half of the tilemap, and the other the right half. so fun to edit, that kipernal made a tool for it

2. logic in NMI. rather than having the tile to upload pre-determined, it's calculated right there before being uploaded. no comment

3. a bunch of tables and an entire routine related to the player tilemap hijacked and thrown into freespace with minor modifications. berry silly


so, after much procrastination, i finally updated the patch. all the above has been fixed. it's pretty much just patch&go thanks to asar. also, editing the player GFX is easier than in the default SMW. see this for how the new GFX file looks



readme explains a few things, but i'll explain some more:

the top-left 32x32 corner in SP1 is used by the player. all other unused tiles in SP1 are free (0A,0B,0C,0D,1A,1B,4A,4B,5A,5B,7E,7F)

GFX32 is still used by the cape, berry animation, and a few Mario frames. these Mario frames are only used by Lunar Magic (for the entrance sprite and stuff), they are not used ingame. edit PlayerGFX.bin if you want to edit the player gfx ingame

(on the overworld) lakitu and the blue bird are overwritten with some essential GFX that had to be moved. as they are unused, this normally shouldnt pose a problem. if you want to use them, mess around with their tilemaps (maybe move them to SP2)


get the patch here before the mods remove it

report bugs (and suggestions?) in this thread. bugs with the 32x32 interaction may have to wait, as that isn't my patch (i did make a few edits to it though)
Maybe use Seperate Dynamic Yoshi (and Podoboo) GFX, like in FreeROM, Upload it using DMA so we can use extra animations for GFX33 easily.

Also, An option to disable Yoshi and/or Podoboo from using DMA, In case you do not use Yoshi or/and you want to manually disable the Podoboo GFX.

EDIT: Like to see DMA for seperate luigi and powers as well
non-dynamic podoboo exists. see this

it's rather easy to prevent yoshi/podoboo from uploading their gfx ($00F69A to 06), but i'll see what i can do regarding the separate gfx. moving them to GFX32 is a good option in my opinion, as that's still being uploaded (actually, im pretty sure you can use GFX32 for extra animation, since ive done vice versa (GFX33 for extra player GFX))

separate luigi/powers shouldnt be hard either, as ive done it before with the previous version of the patch, and this version isnt a clusterfsck

with the previous patch i also did tilemaps larger than 32x32 (you mighve seen the 64x64 bowser video i did); will try and implement that here too. since logic has moved out of NMI, there should be enough time for at least 32x48 or something. more if no animations/dynamic sprites
holy shit

Originally posted by 32x32_tilemap.asm
BNE +
BRL .skipall
+

Originally posted by 32x32_tilemap.asm
BRL .skipall

Originally posted by 32x32_tilemap.asm
BRL

wow so much for optimizing nmi


I might probably use this for something though.. at the expense of not actually needing the full 32x32 size all the time, but whatever!


Originally posted by Lui37
holy shit

Originally posted by 32x32_tilemap.asm
BNE +
BRL .skipall
+

Originally posted by 32x32_tilemap.asm
BRL .skipall

Originally posted by 32x32_tilemap.asm
BRL

wow so much for optimizing nmi


I might probably use this for something though.. at the expense of not actually needing the full 32x32 size all the time, but whatever!


I think JMP is better, no? Like this, jumps are usually faster than branches... or am I wrong?

--------------------


Signed Major Flare, a.k.a Br OW Hacker.


a jmp there would be faster, yeah. but since that'll only run when the player gfx wont be uploaded, the 1 cycle saved doesnt matter much :P

anyways, preliminary testing shows that 64x64 player size without nmi overflow is possible with a few optimizations (like no cape or yoshi. highly doubt those would be used with a player size over 48x48). will try and fix everything up for a "Custom Player Tilemap Kit"
semirelated, i updated the 8x8 tile DMAer. like with this patch, i moved logic out of NMI. i also included the random cape tiles with the DMA, so tiles $4A, $4B, $5A, $5B, and $7F are free (one 16x16 tile and one 8x8 tile)

get it here


(note that the 32x32 tilemap patch and the 8x8 DMAer are incompatible. kinda obvious but whatever)
cool.

I'm glad that you updated de 8x8 DMAer to save more space in SP1. I already used it to make my sprite hud without replacing some existing tiles.

Should I port everything to a new rom if I have the old version patched? I haven't looked into the patch yet, but I think that I would need to port to another rom.
you should be able to patch this one over the old one. this uses the same hijacks, plus some more

actually... not sure how asar will handle the freespace, or if the old patch will remain in the freespace area. the old one uses freecode, and this one uses freedata

Glad to see this has been updated. I'll have to take a look if switching my current hack over to this would be more beneficial than keeping the old one.


I don't suppose a SA-1 version is in the works by chance? ^^;
Layout by LDA during C3.
Originally posted by Lightvayne
I'll have to take a look if switching my current hack over to this would be more beneficial than keeping the old one.

depends on how much youve changed the tilemap beyond gfx. ideally, you can just set up the gfx file, tweak excharactertilemap.asm a bit and be set. if you added/changed a bunch of frames, it may be trickier (though there's a few null frames in small mario's region, plus all the unused frames that I gave GFX because i forgot whether they were unused or not)

Originally posted by Lightvayne
I don't suppose a SA-1 version is in the works by chance? ^^;

depends on how hard it'd be. assuming it'd just require remapping some addresses, i won't oppose to doing it myself (else i'll wait for someone else to do it #thp{^_^})
Originally posted by Ladida
(else i'll wait for someone else to do it #thp{^_^})


VIIIIIIIIIIIIIITOOOOOOOOOOOOOOOOOOOOOOOR MAKE IT PLS!!!!!!!!

jk.

I could make a SA-1 version in this weekend, I just need to redownload SA-1 (and read the readme again) because I don't have it. Same goes for the 8x8 DMAer.
Originally posted by Ladida
dunno if this deserves a thread or not. k4fka will decide



But really, I'm glad to see this get an update. I'd probably use this at some point if I were ever to actually finish a hack.
idk what to put here
I finished converting both patches last night:

- Mario 8x8 tile DMAer
- 32x32 Character Tilemap
For some reason on the OW, sometimes the player's tiles glitch like this:



How do I fix it?
Use the included AllGFX.bin and patch ow_mario.asm
Is there a rom already patched available?
why?

if you need help with asar patches or something, go here
My layout has recently been updated, but you still have the old stylesheet cached and things might therefore not look as intended, as such, itís recommended to reload the page.
Can you please put the source code of the patch on your GitHub so that I can contribute my changes to it, or should I just stick it in my SMW workspace and contribute the changes to it that way?
what did you do to it o_O

(i have a forever-pending-too-lazy-to-upload optimization update plus possible bundle with some sort of tool/script (nothing coded yet) to process the gfx file (this would be to make it easier to do sizes besides 32x32). assuming i put it on github: is there a specific format/etc you want everything in? aka necessary files, folders, etc)
Pages: « 1 2 »
Forum Index - SMW Hacking - Resource & Tool Releases - 32x32 Character Tilemap Kit update

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 21

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented