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New HDMA engine(WIP)

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really nice work so far!

Originally posted by Bio

no, a patch will be used for the main code and custom sprites for each effects


so, when you release it as an ips patch, will the source be included?
Your layout has been removed.
Originally posted by Bio
the effect have been added:


I also did some change to the engine inner working to allow up to four effect to be used in level(however, some may lead to strange result if used together, such as using the wavy BG with the multi-layer)

Also, only two effect(from the one I planed) remaining, wavy BG and gradient effect

This is lookin' good!
Still, I never imagined HDMA effects and other great layer can be in a SMW game, but I was wrong! I can't wait to try this!
We've known how to do HDMA for a while... <_<
Originally posted by ghettoyouth
so, when you release it as an ips patch, will the source be included?

yes
Originally posted by Boing
We've known how to do HDMA for a while... <_<

Yeah, but now it is possible to use in a hack.

Your layout has been removed.
Once again, we can use it in hacks. >_>
Originally posted by Bio
I use SRAM $702000 and above for all HDMA tables. SuperFX can't access the SNES' RAM<_<

Erm, I'm pretty sure the SFX has access to the SNES ram. Specifically by setting the RAN flag (bit 3) of the SFX Screen Mode Register ($3037). Correct me if I'm wrong please.

Originally posted by Bio
Yeah, but the frame buffer use a bunch of VRAM, the one used in starfox use about $2800 bytes(2 and half GFX files) and it don't even use the full SNES resolution

I thought Star Fox ran at 256x224?
Originally posted by knuck
Originally posted by Bio
I use SRAM $702000 and above for all HDMA tables. SuperFX can't access the SNES' RAM<_<

Erm, I'm pretty sure the SFX has access to the SNES ram. Specifically by setting the RAN flag (bit 3) of the SFX Screen Mode Register ($3037). Correct me if I'm wrong please.

You're confusing the term used by the SNES dev. manual. It use the term RAM or game pak RAM while refering to SRAM, and WRAM, Work RAM or SNES CPU RAM when refering to RAM
Originally posted by knuck

Originally posted by Bio
Yeah, but the frame buffer use a bunch of VRAM, the one used in starfox use about $2800 bytes(2 and half GFX files) and it don't even use the full SNES resolution

I thought Star Fox ran at 256x224?

No, you can clearly see a black border out of the game's screen
Thats great bio!!! So we use the patch, and insert the sprite right? Thats really easy, having all the sprites already in the hack, all you have to do is select them and put it in the level.
Originally posted by Bio
You're confusing the term used by the SNES dev. manual. It use the term RAM or game pak RAM while refering to SRAM, and WRAM, Work RAM or SNES CPU RAM when refering to RAM

Ah. So the SuperFX has access ONLY to the SNES SRAM and ROM?

Originally posted by Bio
No, you can clearly see a black border out of the game's screen

I never really liked Starfox so I had to take a screenshot to notice that.
Originally posted by knuck

Ah. So the SuperFX has access ONLY to the SNES SRAM and ROM?

Not really, It only have access to ROM, SRAM, Cache RAM and some of his internal register(via some specific instruction). Cache RAM is by default mapped at $0000 of every banks, but when the cache instruction is executed, it become mapped at (current adress AND $FFF0) and the next $FF word executed will be loaded into it. So the next time those instruction get executed, they will be executed much faster than normal(most instruction take 1 cycle to execute while in cache RAM)
I should have phrased it better. I already knew about the Cache RAM and the internal registers. >_>
Still, having access to SRAM is good enough.
This is all pretty neat, the hack showcase(Golden Eggs) is looking more and more technologically advanced leaving a few other hacks in the dust. This really does look like it comes from a living, breathing YI fan who wants to painstakenly recreate YI in the original SMW's engine. I really appreciate that.
I am not a hacker by trade, I am an observer and I can be very observant. I tend to lurk around here to prolong the good experience of playing the original SMW. Whatever can add onto it is something that I will definitely do when I am bored which is often. And I will rarely post and give praise when needed to the hacks that may make me interested to relive memories.

My worst enemy in Mario isn't Bowser but my controller that keeps on getting disconnected from the inside. Might be my memory count.
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I haven't been working on new effect since a while because I was busy fixing bugs(the lastest I fixed was caused by SMW's crappy code>_<) and improving the ASM, as you may see, slowdown don't block the table from being updated
thats cool. Ayoshi's hack looks good.
Is there a way to make that HDMA effect only go in the background?
no, it use the brightness register, wich affect everything
This seems a bit more simple than the previous one...
So, do i get this straight?
You can patch your hack with a patch, then insert the effects as sprites, right? And will this work with custom music?
I doubt it will cause problem with addmusic or any other stuff(since most of my stuff are stored in SRAM) and if it do only changing a few thing should fix it, it can also be aplied to a hack in progress without needing to start over or mess with header.
nice work ^^ and i think maxx's layout is messing up the page
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