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Posted on 07-01-11, 02:08 am (rev. 2 by ImageBot on 11-21-16, 02:08 am)
Buster Beetle


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So I have been able to edit the scroll speed as shown in the old thread.


When I try and input the FF value to make the background go hyper fast, I just get black screen. I want both the horizontal and vertical to be the FF value. What am I doing wrong? I changed block 5 using bytes 11 and 13 set at FF. This is the correct block for the background, and I can change it with all other values with no troubles, so there is no issues with the background or level.

EDIT...

I also want to know if anyone has been able to find the values for a static background image that does not scroll.
Posted on 07-01-11, 04:49 am
Fuzzy
Full mod

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I know level 2-3 has a static BG, so you could just copy it from there.
Posted on 07-01-11, 11:02 am (rev. 7)
Buster Beetle


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I tried the 06 value and it is the slowest scroll so far. But, I was hoping for (in my case) a top layer that is static to the screen size. That way my image always stays centered in the screen vertically, but scrolls horizontally. Anyone achieved this?

By the way, thanks guys my backgrounds are getting better and better.

Edit...More values explained.
0X3 slightly faster than 0X2
0X5 approx. 3 times speed scrolling
0X6 extremely slow scroll, almost static to screen
0X7 a little faster than 0X6
0X9 scroll exactly same as level
0X11 vertical started image at top half of level and horizontal/vertical scrolling was about mid speed
Posted on 10-05-11, 08:34 am (rev. 1)
Buster Beetle


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Since: 06-29-11
Looking in the block 3 or 5 data depending on whether you are looking at the top or bottom background, I found that nybbles 4-5 and 9-10 are the selected backgrounds. These aren't too important since we can just select the data in the configuration menu and pick our backgrounds used by name in the editor. But this just clarifies the block 3 and 5 more.

Dirbaio, why are the layers selected twice? Is it possible that more backgrounds can be used per level area?

Also there are always a lot of FF nybbles. When you select "none" for a top or bottom layer, the 4-5 and 9-10 data go to FF values. Is it possible we are missing features for the other FF values that always seem to be there in the 3 and 5 blocks?

Edit...alright here is a weird one. Maybe this is an editor bug, or I don't know. So I selected the #2 background in my top layer in the configuration menu. Then, I changed the data to 01 in the hex editor. It corrupted the background in game, and saved differently for both hex and configuration....And the strange part was the background was rendered larger than the original. It looked to be about twice the size.
Posted on 02-04-12, 03:33 pm
Buster Beetle


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Posts: 486/464
Since: 06-29-11
Found some more data for the backgrounds for the hex editor. These have not been tested thoroughly, but I think this is what happens.

Nybbles 11 and 13 control vertical and horizontal scroll. The second byte of each is the settings we use for speed. The first bytes of each however control where the background starts when Mario enters the views. So you can shift tiles by entering values other than zero. These may be signed values, although I have seen a change with regular low values.

Also, nybbles 15 and 17 can shift the background up and maybe down. Same thing, a value of 1 shifts the background up at least in 15.

I haven't tested these much, but I found these things just in goofing around with the hex values. If anyone finds out more, please add it to this thread.
Posted on 02-04-12, 04:26 pm
Roy Koopa


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Posted by luckwii
Found some more data for the backgrounds for the hex editor. These have not been tested thoroughly, but I think this is what happens.

Nybbles 11 and 13 control vertical and horizontal scroll. The second byte of each is the settings we use for speed. The first bytes of each however control where the background starts when Mario enters the views. So you can shift tiles by entering values other than zero. These may be signed values, although I have seen a change with regular low values.

Also, nybbles 15 and 17 can shift the background up and maybe down. Same thing, a value of 1 shifts the background up at least in 15.

I haven't tested these much, but I found these things just in goofing around with the hex values. If anyone finds out more, please add it to this thread.


Lol, I know that for about an year now Dirbaio posted it one time in Luis and mine thread in JUL: Click!
Scroll a bit down and you'll see it^^
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Posted on 02-04-12, 04:52 pm (rev. 3)
Buster Beetle


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Yes the scrolling we have known. Read the post closer though...you can move the background in hex as well. Meaning you can change where it is in the view. Dirbaio did not know of this until recently when I found it. Scrolling is one thing, but starting position and the physical position of the background are what I am talking about. We can place and just adjust the background from the original PNG image. This can be changed in different areas using the same original background.

In other words, I am talking about changing the camera position in relation to the background.
Posted on 02-04-12, 05:06 pm
Roy Koopa


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Oh yeah, sorry, I should have read this closer^^
But I dont see the point of this. For what could it be useful?
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Posted on 02-04-12, 07:11 pm
Buster Beetle


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Posted by ray
Oh yeah, sorry, I should have read this closer^^
But I dont see the point of this. For what could it be useful?


Because the only other way to shift backgrounds around is to remake the PNG completely. This changes the background everywhere in the game. But with this new method if the background isn't where you want it as Mario enters the particular level, you can adjust it in the hex edit of block 3 and 5. or you can have the background start as you climb higher or move farther in a direction. It is the same thing as setting where you want the camera to start from the entrance. If the camera is not right you adjust the view to where you need them. Adjusting the entrance though does not change background position. Now we can.
Posted on 02-04-12, 07:12 pm
Roy Koopa


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Oh, ok, that makes sense But I think I wont use it often <_<
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