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32x32 Mario Tilemap (Update 2)

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As you may have seen here, I have been working on a 32x32 character tilemap. Right now it is "finished". I just need people to test it out and stuff. I have been trying to make it compatible with SMW, which took me longer than expected, lulz.

Here is the stuff (Update 2)

You need to patch chartilemaphijack.asm and MarioGFXDMA.asm, and make sure CharacterTilemaps.asm, ExCharacterTilemaps.asm, and ExtndGFX.bin are in the same directory as Xkas. Also, replace your AllGFX.bin with the one I included.


Mario's left half uses the tiles in GFX32, and his right tiles use the ones in ExtndGFX.bin. Thus, CharacterTilemaps.asm is for Mario's left half, and ExCharTilemaps.asm is for Mario's right half.

Mario's tilemap works like this:



each row of 16x16 tiles on the first page in YY-CHR goes from x0 to x7, x being 0-7. Same goes for the second page, except x is 8-F. On the third page, each row of 16x16 tiles goes from x8 to xF, x being 0-7. Same for the fourth page, except x is 8-F.


It's a bit confusing at first, but one should get the hang of it.

I did not include any custom graphics because I was too lazy/did not finish them :|

Report all bugs and stuff here pl0x. Also, ask questions if you are confuzzled.
#w{=D}Nice; man. I'll try testing it tomorrow. When I'm less tired.
Wow thats hilarious and I think I have figured out a new hack I may make in the future if all goes well with the patch.
Awesome, I'll test this out right now.

Props to you, Ladida.

Edit: I love the way you set up the gfx.

Edit2: Working on Wario GFX for this.
meh
I've had some graphics stored aside just in case something like this ever came out, I suppose I can now try them out.

Also, I couldn't easily tell from the video but I'm assuming that Mario still has 16x16 / 16x32 interaction fields for small/big Mario and that this patch is only a tilemap change. Is this correct? (Personally, that's what I'm hoping for.)
Originally posted by Milk
I've had some graphics stored aside just in case something like this ever came out, I suppose I can now try them out.

Also, I couldn't easily tell from the video but I'm assuming that Mario still has 16x16 / 16x32 interaction fields for small/big Mario and that this patch is only a tilemap change. Is this correct? (Personally, that's what I'm hoping for.)


From as much as I've tested, yes that's correct, it's just a tilemap change.
meh
Yeah, i didn't want to mess with interaction, lulz.

Also, i fixed a bug SolidSnake141.35 told me about. Basically, Mario's left tiles loaded slower than Mario's right tiles. This is due to Mario's left tiles, being in GFX32, having to be decompressed, sent to RAM, and loaded from RAM to VRAM, while the right tiles go directly from ROM -> VRAM. I fixed it by having Mario's left tiles also go from ROM -> VRAM. This means GFX32 can no longer be used to store Mario's tiles, its all external.

And here is where I ask a question: Would you rather have Mario's top 16x16 tiles stored in one GFX file and his bottom 16x16 tiles in another? Or would you rather have his left 16x16 tiles stored seperately from his right 16x16 tiles (The way it's currently set up).
I like the current set up, in my opinion it's more organized. Plus I started ripping Wario gfx from Wario Land 4 and I would HATE to have to restart partially xP

Also thx for the fix, Ladida.

Edit: Did you upload the fixed version because I just downloaded it in case and I didn't see anything different in the asm files or anywhere.

Edit2: Oh also, Ladida, the patch messes up the SMW no Yoshi cut scene and castle cut scene (I haven't tried the destroy castle cut scenes). examples for the castle:

-The character will go part way through the castle door.
-The character will go in the door but will reappear at the far left of the screen and walk a little, then the cut scene ends.

Also for the No Yoshi, mario walks and then reappears at far left like the castle cut scene.
meh
Well, here is the update.

Mario's graphics are now stored externally, thus GFX32 is free to use for whatever your dreams desire. Also, this fixes the glitch described in my previous post. Also, the tilemaps are in 1 .asm file for ease. I still want people to test it and stuff, who knows what other errors await.

LINK

SolidSnake: I guess I'll link it in the first post also :P
I'll just put the rest of the bugs/glitches I find here unless this thread starts getting a ton of posts.

Anyways:

-In the new update, on the overworld, mario turns into a blue jay in one of his going up a path poses. Not climbing, just regular walking upward. Just me being a tard :P


-There are two times in the session of running up a wall with a triangle block, in a half a second or so, that some gfx messes up. It's a short period of time indeed this occurs but it's still a little noticeable. Click here and here for the examples. Fixing I guess, if not, k. I'll take this off the list anyways if it is being fixed or not.


-If side exits are enabled, and you go out of any part of the screen, half of the character will show up at the opposite side of the screen for a split second before the screen fades out. This only applies if the level uses one screen, like Yoshi's House. Fixed, check first post.


-the cape goes in front of the character gfx when on Yoshi. The cape's problem is it looks like it's attached to them, being their shirt, pants, middle of their stomach, or whatever.
Click here for the example.
Easily fixable by adjusting cape position in chartilemaphijack patch.
meh
Use the AllGFX.bin I included. That frame of Mario's used to occupy tile 20 in SP1 of the overworld, thus I had to remap it.
Here is a new update

This fixes the side-exit thing mentioned, as well as some other stuff.

SolidSnake: for the first one, that's another case of the player graphics being uploaded faster than the game can adjust the character's X and Y positioning of the tiles. I should just not rearrange the tiles for the wall-running frames or something :P

As for the third, that is how it is in the original. You will have to adjust the X postitioning of the cape. I don't think many people will use the cape in conjunction with this patch anyways :P
However, if you look closely at chartilemaphijack.asm, you will see you can easily adjust the x-position of the cape.


Comments and/or criticism are always welcome :>
Originally posted by Ladida

SolidSnake: for the first one, that's another case of the player graphics being uploaded faster than the game can adjust the character's X and Y positioning of the tiles. I should just not rearrange the tiles for the wall-running frames or something :P

As for the third, that is how it is in the original. You will have to adjust the X postitioning of the cape. I don't think many people will use the cape in conjunction with this patch anyways :P
However, if you look closely at chartilemaphijack.asm, you will see you can easily adjust the x-position of the cape.


first: Ah, I see. Well I just felt I should tell ya.

Third: Ok, I didn't notice that, just another thing I thought worth mentioning. Thx anyways and for the update.
meh
Forgot to mention one thing:

GFX32 is actually still used by the cape graphics (Only the first page).

... that's it :P

If noone finds any mroe errors, I'll just go ahead and submit it :>
Well I can't find anymore errors and it seems no one else has been testing this (IMO it seems like it).

It's a pretty solid patch now.
meh
See, I thought you should have waited to submit it until you could change the player's interaction field as well. Isn't there a table of clipping values for each frame?

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Since this uses ROM now, does this mean all the ram that used to be used for Mario is now free?
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
imamelia: SMW doesnt have a clipping value for each frame, but it shouldn't be too hard to implement. I just have to make sense of the interaction code X< Also, fakescaper, 7E2000 is still used, because the cape still uses GFX32
Ladida, is there a version of this that doesn't affect the hitbox?
I really need a layout. :<
answered in PM but will post here:

dont patch 32x32.asm
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