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Mario's graphics are dynamic, like a dynamic sprite. This means only one of his tiles are ever seen, or are ever in the gfx file (GFX00). Also, Mario's oam addresses for the two 16x16 tiles never change, the same thing is always stored for mario's sprite to always read from the same spot. A sprite that animates without DMA uses a table to read from two different spots in a gfx file. If you write to mario's tile oam you can change it though. But to change his actual gfx tiles in gfx00 where it's DMA'd too, you'd need to DMA it yourself.
It's up to the mods if small insignificant data includes glitches such as the ability to quintuple grab spring boards.
I own a community of TF2 servers!
ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name
frog
http://esolangs.org/wiki/MarioLANG
Mario's graphics are dynamic, like a dynamic sprite. This means only one of his tiles are ever seen, or are ever in the gfx file (GFX00). Also, Mario's oam addresses for the two 16x16 tiles never change, the same thing is always stored for mario's sprite to always read from the same spot. A sprite that animates without DMA uses a table to read from two different spots in a gfx file. If you write to mario's tile oam you can change it though. But to change his actual gfx tiles in gfx00 where it's DMA'd too, you'd need to DMA it yourself.
It's up to the mods if small insignificant data includes glitches such as the ability to quintuple grab spring boards.
I own a community of TF2 servers!
ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name
frog
http://esolangs.org/wiki/MarioLANG