https://sneslab.net/mw/api.php?action=feedcontributions&user=AnasMario130&feedformat=atomSnesLab - User contributions [en]2024-03-29T07:22:49ZUser contributionsMediaWiki 1.39.5https://sneslab.net/mw/index.php?title=AddMusicK&diff=2182AddMusicK2022-03-05T11:33:51Z<p>AnasMario130: Added a note about the jump sound inaccuracy along with some info about and a better fix for 1.0.8 for the P-Switch music not restarting.</p>
<hr />
<div>[[AddMusicK]] is an open-source tool that modifies the music in [[Super Mario World]]. AddMusicK is an extension of the [[AddMusic]] family and was developed by [https://www.smwcentral.net/?p=profile&id=9822 Kipernal].<br />
<br />
[[AddMusicK]] was originally created for the [[An SMW Central Production#Sequel | SMW Central Production 2 Project]].<br />
<br />
== Notable Features ==<br />
* The usage is user-friendly.<br />
* Backwards compatible with AddMusic 4.05 and AddMusicM ports by adding special headers to old MML files.<br />
* Porters can define their custom N-SPC instruments in an official way, plus 16-bit tuning value support like the standard version of N-SPC.<br />
<br />
== Issues ==<br />
* The song can encounter [https://smwc.me/1501654 noticeable slowdown] easily if too many N-SPC effect used at once. '''This issue is fixed since 1.0.6.'''<br />
* The game will experience a long period of lag while loading a non-global song.<br />
* When pressing a P-Switch while one is already active, the P-Switch music will not restart from the beginning. This is because AMK's development was short and Kipernal worked mostly to fix bugs and incompatibilities, so this vanilla feature was left out. KevinM made a fix that works with modern versions of AMK, including 1.0.8: https://bin.smwcentral.net/u/25222/patch.asm<br />
Alternatively, if necessary for some reason, [https://mega.nz/file/oJMXRQoY#K-bEF7jC0KAmMRbTTh1y4Wjh5gjMPaYxIonpZfP8R5M a custom version of AddMusicK 1.0.5 was created by another individual to solve this problem.]<br />
* The jump sound is slightly inaccurate to the original. This is because the original sound has no note data (according to LadiesMan217) so Kipernal couldn't directly rip it during AMK's development and thus he had to recreate it. This is rather unknown by the majority of hackers as the inaccuracy is not that noticeable unless heard very carefully. A fix was made by KungFuFurby below. The contents of '35 Jump.txt' and '2B Jump.txt' in the '1DFC' and '1DF9' folders respectively should be replaced with the fix:<br />
<br />
<pre>$DA $08<br />
$05 $38<br />
$DD $B2 $00 $05 $B5<br />
$2A<br />
$EB $00 $12 $B9</pre><br />
* (TBD)<br />
<br />
== AddMusicK 1.1 ==<br />
[https://smwc.me/1419112 AddMusicK 1.1] is an unofficial improved version of the original AddMusicK by [https://www.smwcentral.net/?p=profile&id=30594 Codec], with more new features and bug fixes. However, there is no information regarding whenever it will be officially released.<br />
<br />
[[Category:AddMusic]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=2180Mode 02022-02-23T18:59:18Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
''' ''IMPORTANT NOTE: It is recommended to use a sprite status bar such as the [https://www.smwcentral.net/?p=section&a=details&id=24026 DKCR-styled status bar] or [https://www.smwcentral.net/?p=section&a=details&id=18862 remove the vanilla one globally] or [https://www.smwcentral.net/?p=section&a=details&id=28449 on a per-level basis] as the vanilla one's IRQ will make tiles around that area look horribly glitched!'' '''<br />
<br />
''' ''IMPORTANT NOTE 2: To avoid getting layer 3 from getting cut off, make sure that the BG's destination is set to 'Start of Layer 3' ('Layer 3 ExGFX/Tilemap Bypass' dialog/Destination for File') '' '''<br />
<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!FreeRAM = $60 ; change this if another resource already uses it<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
RTL<br />
<br />
main:<br />
LDA $9D<br />
ORA $13D4|!addr<br />
BNE return<br />
REP #$20<br />
INC !FreeRAM<br />
LDA !FreeRAM<br />
SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
return: RTL<br />
</pre><br />
<br />
'''Relative Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the 'init:' code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
!XScroll = #0 ; how much layer 4 scrolls HORIZONTALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.<br />
<br />
!YScroll = #0 ; how much layer 4 scrolls VERTICALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
main:<br />
; Layer 4 H-Scroll <br />
REP #$20 : LDA $22<br />
LSR !XScroll<br />
SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll <br />
REP #$20 : LDA $24<br />
LSR !YScroll<br />
SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
LDA #$22 ; translucency for layer 2<br />
STA $40<br />
REP #$20<br />
LDA #%0001110100000010<br />
STA $212C<br />
STA $212E<br />
SEP #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in 'template.zip'. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/886263385266749481/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement of ExAnimation frames for a better understanding of Mode 0 ExAnimation, in ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 to 0x7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405 are gone<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Resource_List&diff=2126Resource List2021-12-04T20:03:31Z<p>AnasMario130: Added two Chrono Trigger ports</p>
<hr />
<div>This page links to various resources developed by members of SnesLab until an official resource page is opened along with an uploader. For now, if you have stuff you want exclusive to SnesLab, feel free to link them here. If the list becomes bigger, separate pages may be required alongside here.<br />
<br />
'''Note: You may remove your own resources at any time.'''<br />
<br />
== ROM Hacks ==<br />
* P-switch: Nature's Unnatural Threat [To be released Summer C3 2021]<br />
<br />
=== Levels ===<br />
<br />
* [[Aerodynamics_City|Aerodynamics City]] by Anorakun;<br />
<br />
* [[Blackthorn_Remains|Blackthorn Remains]] by Anorakun;<br />
<br />
* [[Frigid_Garden_Panic|Frigid Garden Panic]] by Anorakun;<br />
<br />
=== Kaizo Hacks ===<br />
<br />
* [[Super_LSG_World|Super LSG World]] by Insanit;<br />
* [[The_Darkside_REMASTERED|The Darkside REMASTERED]] by Insanit;<br />
* [[Nambona's Revenge]] by Nambona890;<br />
* [http://namboner.com/myfilehostingshit/NambonasKaizoPack1-V1.2.bps Nambona's Kaizo Pack 1] by Nambona890;<br />
<br />
== Tools ==<br />
=== General ===<br />
* [https://github.com/VitorVilela7/SA1-Root SA-1 Root] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
* [https://github.com/VitorVilela7/SnesSpeedTest SnesSpeedTest] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
<br />
== Music ==<br />
=== Super Mario World ===<br />
* [https://www.dropbox.com/s/xdt6ao4lzctewse/%5BS%5D%20Mega%20Man%205%20-%20Wily%20Stage%20%2816-bit%29.zip?dl=0 Mega Man 5 - Wily Stage (Power Mario Version)] by [[User:Daizo_Dee_Von|Daizo Dee Von]].<br />
* [https://www.dropbox.com/s/amkqv6xzfm5kpck/%5BS%5D%20Silent%20Hill%202%20-%20True.zip?dl=0 Silent Hill 2 - True] by Scooter102089 & [[User:Daizo_Dee_Von|Daizo Dee Von]]<br />
<br />
==== [https://www.dropbox.com/sh/icsm6ltj3kesqgi/AAApte1jqQNoLu_Q-e2R2thqa?dl=0 Masterlink's Song Pack] ====<br />
Note: If any of these comes with <code>#amk 3</code> at the beginning, you can change it to <code>#amk 2</code> if you're using AddmusicK 1.0.8 or AddmusicKFF.<br />
<br><br />
<br><sup><u>[1]</u></sup> Compatible only with [https://www.atarismwc.com/amkff_releases/ AMKFF beta].<br />
<br><sup><u>[2]</u></sup> Incompatible with SMW.<br />
<br><br />
* Castlevania: Aria of Sorrow - Castle Corridor [Sampled]<br />
* Castlevania: Harmony of Dissonance - Chapel of Dissonance [Unsampled]<br />
* Castlevania: Legends - Highest Castle Floor (Stage 4) 16-bit Remix [Unsampled]<br />
* CUSTOM (Nox-Kixune) - Pirates [Sampled]<br />
* Donkey Kong Country - Mine Cart Madness [Sampled]<br />
* Donkey Kong Country 2: Diddy's Kong Quest - Boss Bossanova [Unsampled/Sampled]<br />
* Donkey Kong Country 2: Diddy's Kong Quest - Token Tango [Sampled]<br />
* Donkey Kong Land - Flooded Ruins [Sampled]<br />
* Elevator Action (GBA) - Stage 7 [Sampled]<br />
* Etrian Odyssey - Destruction Begets Decay (RS1 Style) [Sampled]<br />
* Final Fantasy I (PS1) - Chaos' Temple [Sampled] <span style="color:gold"><big>'''NEW'''</big></span><br />
* Final Fantasy III - Priestess Aria [Sampled]<br />
* Final Fantasy V - A New World [Sampled]<br />
* Final Fantasy V - Clash on the Big Bridge [Sampled]<br />
* Final Fantasy VI - Kefka's Tower [Sampled]<br />
* Final Fantasy VI - Searching for Friends [Unsampled]<br />
* Final Fantasy VI - The Fierce Battle [Unsampled/Sampled]<br />
* Final Fantasy VII - Forested Temple [Unsampled]<br />
* Final Fantasy VII - Still More Fighting [Sampled]<br />
* Final Fantasy X - Silence Before the Storm [Sampled]<br />
* Ganbare Goemon 2 - Fortress [Sampled]<br />
* Golden Sun - Isaac's Battle Theme [Sampled]<br />
* Golden Sun - The Elemental Stars [Sampled]<br />
* Golden Sun, The Lost Age - Felix's Battle Theme [Sampled]<br />
* Kirby & The Amazing Mirror - Boss Battle [Sampled]<br />
* Kirby & The Amazing Mirror - Dark Mind's Second Form [Sampled] <br />
* Kirby & The Amazing Mirror - Fighting Dark Mind in the Sky [Sampled] <br />
* Kirby Dreamland 2 - Dark Castle [Unsampled]<br />
* Kirby Nightmare in Dreamland - Nightmare Battle (Final Boss) [Sampled]<br />
* Kirby Nightmare in Dreamland - Rainbow Resort [Sampled]<br />
* Magical Pop'n - Around the Castle [Unsampled]<br />
* Mario & Luigi: Super Star Saga - Beanbean Fields [Sampled]<br />
* Mario & Luigi: Super Star Saga - Bowser's Castle [Sampled]<br />
* Mario & Luigi: Super Star Saga - Hoohoo Village [Sampled]<br />
* Mega Man & Bass - Museum (Intro Stage) [Unsampled]<br />
* Mega Man Legends - At a Place Nobody Knows [Sampled]<br />
* Mega Man X - Armored Armadilo [Sampled]<br />
* Mega Man X2 - Absolute Zero [Sampled]<br />
* Mega Man X2 - Zero's Rebirth [Sampled]<br />
* Mega Man X3 - Blizzard Buffalo [Sampled]<br />
* Metal Slug 2 / X - Steel Beast 6Beets [Sampled]<br />
* Metal Slug 2 / X / 3 - First Contact [Sampled] <sup><u>[2]</u></sup><br />
* Mother 3 - Mr. Batty Twist [Sampled]<br />
* Pokémon Diamond / Pearl / Platinum - Battle! Champion [Sampled] <sup><u>[1]</u></sup> <sup><u>[2]</u></sup><br />
* Romancing SaGa 2 - Last Battle [Sampled]<br />
* Romancing SaGa 3 - Byunei's Nest [Unsampled]<br />
* Romancing SaGa 3 - Leonid's Castle [Unsampled]<br />
* Romancing SaGa 3 - Podorui/Podol [Unsampled]<br />
* Romancing SaGa 3 - The Last Battle [Sampled] <sup><u>[1]</u></sup><br />
* SaGa 2 - Dreadful Fight (RS3 Arrangement) [Sampled]<br />
* SaGa Frontier - Battle 2 [Sampled]<br />
* SaGa Frontier - Trick [Sampled] <sup><u>[1]</u></sup><br />
* Secret of Mana - Crystal Forest ~ A Wish [Unsampled]<br />
* Secret of Mana - Forest ~ Into the Thick of it [Sampled]<br />
* Secret of Mana - Ice Palace ~ Eight Ringing Bells [Sampled]<br />
* Secret of Mana - Kakkara Desert ~ Secret of the Arid Sands [Unsampled]<br />
* Secret of Mana - Pandora ~ Rose and Ghost [Sampled]<br />
* Secret of Mana - Sage Joch's Cave ~ The Legend [Unsampled]<br />
* Secret of Mana - Sunken Continent ~ Star of Darkness [Sampled]<br />
* Seiken Densetsu 3 (Trials of Mana) - Few Paths Forbidden [Unsampled]<br />
* Seiken Densetsu 3 (Trials of Mana) - Strange Medicine [Sampled]<br />
* Super Adventure Island II - Hiya-Hiya Island [Sampled] <br />
* Super Bomberman 2 - BGM 2 [Sampled]<br />
* Super Mario RPG - Fight Against an Armed Boss [Sampled]<br />
* Super Mario RPG - Fight Against Culex [Sampled]<br />
* Super Mario World - Title Screen (Beta Festive Remix) [Unsampled]<br />
* Tales of Phantasia - Biting Cold [Unsampled]<br />
* Wrecking Crew '98 - Title Screen [Sampled]<br />
* Xenogears - Faraway Promise [Sampled]<br />
* Zelda: Majora's Mask - Song of Healing [Sampled]<br />
* Zelda: Ocarina of Time/Majora's Mask - Goron City/Village [Sampled]<br />
<br />
==== [https://content.tcdw.net/Ports/ tcdw's AMK Song Collection] ====<br />
* Hourai Gakuen no Bouken (Entire OST)<br />
* Kirby: Nightmare in Dream Land - Forest Stages<br />
* Kurukuru Kururin - Ocean<br />
* Shizuku - Search<br />
* Spanky's Quest - Ruins<br />
<br />
==== Nambona890's Ports ====<br />
* [http://namboner.com/ports/Metal%20Masters%20-%20Metal%20Beat.zip Metal Masters - Metal Beat]<br />
* [http://namboner.com/ports/Cat%20Planet%20-%20Welcome%20to%20Cat%20Planet.zip Cat Planet - Welcome to Cat Planet]<br />
* [http://namboner.com/ports/Angry%20Video%20Game%20Nerd.zip Angry Video Game Nerd]<br />
* [http://namboner.com/ports/Azumanga%20Daioh%20Jingle.zip Azumanga Daioh Jingle]<br />
* [http://namboner.com/ports/Dig%20Dug.zip Dig Dug]<br />
* [http://namboner.com/ports/Doki%20Doki%20Literature%20Club%20-%20Dreams%20of%20Love%20and%20Literature.zip Doki Doki Literature Club - Dreams of Love and Literature]<br />
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Medivo.zip Jazz Jackrabbit - Medivo]<br />
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Tubelectric.zip Jazz Jackrabbit - Tubelectric]<br />
* [http://namboner.com/ports/Kaizo%203%20Bowser%20Recreation.zip Kaizo 3 Bowser Recreation]<br />
* [http://namboner.com/ports/Moskau%20Chorus.zip Moskau Chorus]<br />
* [http://namboner.com/ports/Super%20Mario%20Bros%203%20-%20Bowser%20(NES%20samples).zip Super Mario Bros 3 - Bowser (NES samples)]<br />
* [http://namboner.com/ports/Takeshi's%20Challenge.zip Takeshi's Challenge]<br />
* [http://namboner.com/ports/Tamagotchi%20-%20Smile%20Game.zip Tamagotchi (GB) - Smile Game]<br />
* [http://namboner.com/ports/tPORt%20-%20Graphic%20Conveyer.zip tPORt - Graphic Conveyer]<br />
* [http://namboner.com/ports/tPORt%20-%20Shuric%20Scan.zip tPORt - Shuric Scan]<br />
* [http://namboner.com/ports/algar%20-%20five.zip algar - five]<br />
* [http://namboner.com/ports/BlaZeon%20-%20Emergency%20Avoidance.zip BlaZeon - Emergency Avoidance]<br />
* [http://namboner.com/ports/Cerror%20-%20n-gen03.zip Cerror - n-gen#03]<br />
* [http://namboner.com/ports/Mr%20Death%20-%20Red%20velvet.zip Mr. Death - Red velvet]<br />
<br />
==== [https://drive.google.com/folderview?id=1yF21dsowr_RNx4jgqh3lwMOf8H7lY9EM KiloMinimo's Port Pack] ====<br />
Contents:<br />
* Aero Fighters - Boss Battle (Sampled) <br />
* Aero Fighters - Final Boss, Space (Sampled) <br />
* Desert Strike: Return to the Gulf - Bus Ride to Freedom (Unsampled) <br />
* Earthbound - The Deep Darkness (Sampled)<br />
<br />
==== [https://www.dropbox.com/sh/ytu6fbv2s2bx41r/AAAWKocAkRpq9GeH26eDGeJqa?dl=0 Wakana's incredibly flawed music matters] ====<br />
The pack contains the following ports:<br />
* Gubble 2 - Bizarre 2 [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Guilty Gear X2 - Holy Orders [S] <span style="color:gray">- Added in 25/11/2020</span><br />
* Sonic Mania - Studiopolis Act 1 [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Stardew Valley - Deep in the Woods [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Touhou 12 - Captain Murasa [U] <span style="color:gray">- Added in 25/11/2020</span><br />
* Touhou 12.7 - Magus Night [U] <span style="color:gray">- Added in 25/11/2020</span><br />
* Touhou 14 - Kobito of the Shining Needle [S] <span style="color:gray">- Added in 07/11/2020</span><br />
<span style="color:gray">For any issues, feedback, or anything about these, feel free to DM me in Discord or @ me in SnesLab Discord, thanks!</span><br />
<br />
==== Anas's Ports ====<br />
<br><sup><u>[1]</u></sup> Compatible only with [https://www.atarismwc.com/amkff_releases/ AMKFF beta].<br />
<br />
* [https://drive.google.com/file/d/1RvRTsuOVd-41tFoaEdca3KDwICzyN564/view?usp=sharing Eternal Heroines(修正版) - Romancing Kanon] <sup><u>[1]</u></sup><br />
<br />
* [https://drive.google.com/file/d/1EATTmw3FfjCB-eRmSEN2JdvzbKKIHz92/view?usp=sharing Doom: Ancient Aliens - Flee] <br />
<br />
* [https://drive.google.com/file/d/1g6sUwYmJzksC-s_Vfkn8gEt44aEWgg11/view?usp=sharing Chrono Trigger - Last Battle (uses AMKFF's PWM command)] <sup><u>[1]</u></sup><br />
<br />
* [https://drive.google.com/file/d/12Z3k82ReNYFuFu9Mcr5SSfPtVxXwmdfh/view?usp=sharing Chrono Trigger - Undersea Palace (uses AMKFF's PWM command)] <sup><u>[1]</u></sup><br />
<br />
== Graphics ==<br />
<br />
==== [https://www.dropbox.com/sh/uuh9adoimna5kno/AAACNHZnjmey2g1pJ31Y5diva?dl=0 Anorakun's Graphic Rips] ====<br />
<br />
'''''OBSERVATION: If any background uses bank 90-9F or A0-AF, probably you will receive some blank map 16 tiles in the background. To fix that, just replace the tiles 9000 or A000 with a transparent tile. It's very easy to do so and may not take even a minute. If a rip doesn't work, looks garbled or something like that, send me a DM in the Discord.'''''<br />
<br />
* 3 Ninjas Kick Back - [https://i.imgur.com/3Ri1u8S.png Stage 4 Zone 1 (Japanese Garden)];<br />
* ActRaiser - [https://i.imgur.com/0f2FVZN.png Bloodpool (Act 1)];<br />
* ActRaiser 2 - [https://i.imgur.com/IjSD6TG.png Modero];<br />
* Battle Mania: Daiginjou - [https://i.imgur.com/znw53tN.png Ghost Wail Temple ]; [https://i.imgur.com/4wvEUwP.png Temple Summit]; [https://i.imgur.com/xmoWCXu.png Underground Base];<br />
* Castlevania III - [https://i.imgur.com/87DBcUC.png Flying Skeleton] (Giant Eerie replacement, redrawn by TheMorganah); [https://i.imgur.com/WsYM1BQ.png Medusa Head];<br />
* Castlevania: Circle of the Moon - [https://i.imgur.com/hoUEvkN.png Machine Tower];<br />
* Castlevania: Dracula X - [https://i.imgur.com/WAzaZyg.png Stage 1 - Burned City]; [https://i.imgur.com/kjs7NU7.png Stage 2 - Castle Entrance]; [https://i.imgur.com/JzLyRIC.png Stage 3 - Basement]; [https://i.imgur.com/9EZTRB6.png Stage 3 - Boss]; [https://i.imgur.com/WpvUrpO.png Stage 4 - Catacombs]; [https://i.imgur.com/c5iJiBB.png Stage 4' - Boss]; [https://i.imgur.com/XcezrI5.png Stage 5' - Aquatic Ruins]; [https://i.imgur.com/Hy0Aahh.png Stage 6 - Clock Tower Rooftops]<br />
* Castlevania : Harmony of Dissonance - [https://i.imgur.com/ihKDbD2.png Skeleton Cave A (Skeleton Glass Room)]; [https://i.imgur.com/IrGhJ0o.png Sky Walkway (First Room)];<br />
* Castlevania: Rondo of Blood - [https://i.imgur.com/N6STKbT.png Dracula]; Stage 2 - Bridge (Tileset) ([https://i.imgur.com/CGtPlX5.png Image 1] / [https://i.imgur.com/aKwpplU.png Image 2]); [https://i.imgur.com/W78mvPe.gif Stage 3 - Giant Candles]; [https://i.imgur.com/1YBFjZB.png Stage 5 - Outside of the Ghost Ship]; [https://i.imgur.com/V42xkMZ.png Stage 8 - Throne Room];<br />
* Castlevania: Symphony of the Night - Long Library (Entrance) ( [https://i.imgur.com/qJ6zPIM.png image 1] / [https://i.imgur.com/u1DzDTw.png image 2] ); [https://i.imgur.com/ZFqUwC7.png Long Library (Corridor)];<br />
* Chrono Trigger - [https://i.imgur.com/TQ4nx3z.png Death Peak];<br />
* Demon's Crest - [https://i.imgur.com/sbz0ozJ.png Ice Palace (Boss Room)];<br />
* Donkey Kong Country 3 Styled Sniper Scope (Drawn by TheMorganah, edited by Anorakun) - [https://i.imgur.com/tvPsFjO.png image 1]; [https://i.imgur.com/Qa27NLe.png image 2];<br />
* Dragon Ball: Advanced Adventure - [https://i.imgur.com/2AulpRR.png Island of Training (Sunset)];<br />
* Dragon Ball Z : Super Butouden 3 - [https://i.imgur.com/5wToSWP.png Sky (Sunset)];<br />
* Earthworm Jim 1 (SNES) - [https://i.imgur.com/uDFIyHG.png New Junk City];<br />
* Earthworm Jim 2 (SNES) - [https://i.imgur.com/SPNKAqx.png Inflated Head];<br />
* E.V.O.: Search for Eden - [https://i.imgur.com/hOC6t0h.png Underwater Caverns] <br />
* Final Fantasy V - [https://i.imgur.com/EEqFCZw.png Ancient Library (Battle Background)];<br />
* Fire Emblem Heroes - [https://dl.smwcentral.net/image/83061.png Gacha Orb]<br />
* Ganbare Goemon 2 (Super Famicom) - [https://i.imgur.com/AQ7D8cL.png Flower Petals]; [https://i.imgur.com/6ctdRrZ.png Former Site of Edo Castle]; [https://i.imgur.com/2Gzs9cR.png Goofy Woods]; [https://i.imgur.com/tEdLOXx.png Impenetrable Road]; [https://i.imgur.com/mkOarWy.png Kabuki Castle]; Kabuki Castle Tileset ([https://i.imgur.com/teHrTzd.png image 1] / [https://i.imgur.com/rozGk6S.png image 2] / [https://i.imgur.com/Y0b0U5P.png image 3] / [https://i.imgur.com/9f5tOrs.png image 4]); [https://i.imgur.com/McxOXHm.png Kokeshi (Wooden Dolls)];[https://i.imgur.com/BdJGbFI.png Log Bridge Road]; [https://i.imgur.com/yYJ47ZV.png Oyuki Mountain]; [https://i.imgur.com/GvxdKSe.png Samurai Woods]; [https://i.imgur.com/deQHEWk.png Virtual Hell 1]; [https://i.imgur.com/YnAmS8s.png Virtual Hell 2];<br />
* Ganbare Goemon 3 - Big Bathhouse ([https://i.imgur.com/9A8GbMD.png image 1] / [https://i.imgur.com/loe4mWx.png image 2] / [https://i.imgur.com/zbrCJkV.png image 3]); [https://i.imgur.com/LDvSFyh.png Iga Ninja Mansion]; [https://i.imgur.com/ESB9Ltu.png Mechanical Park]; [https://i.imgur.com/HahiuRV.png Walker Factory (Inside)]; Walker Factory (Outside) ([https://i.imgur.com/cr4GVyz.png image 1] / [https://i.imgur.com/Ej5loXv.png image 2]); <br />
* Ganbare Goemon 4 - [https://i.imgur.com/xBziCok.png Aquann Castle (Cavern)]; [https://i.imgur.com/HqfuANt.png Aquann Castle (Underwater)]; [https://i.imgur.com/dUwsRyl.gif Depths Lake] ; [https://i.imgur.com/BpFWMcb.png Desert Forest] ; [https://i.imgur.com/LDvPLc9.png Diver Ridge] ; [https://i.imgur.com/L3K6eGM.png Falling Car] ; [https://i.imgur.com/EApPcHB.png Foresce Castle (Cheerleader Section)]; [https://i.imgur.com/l5THscO.png Kickory Forest] ; [https://i.imgur.com/2EzM8cd.png Qubasa Castle (Baseball Scoreboard)]; [https://i.imgur.com/qKOy82C.png Qubasa Castle (Baseball Stadium)] ; [https://i.imgur.com/tTRsXK2.png Qubasa Castle (Soccer Field)]; Rocky Islands ([https://i.imgur.com/b7qsfQ0.png image 1] / [https://i.imgur.com/exeLnlS.png image 2] / [https://i.imgur.com/t4LYT2H.png image 3]); [https://i.imgur.com/rKD0Egm.png Snow Ravines]; [https://i.imgur.com/frnEDMP.png Sweah Castle (Alien Crowd)] ; [https://i.imgur.com/vlkHysC.png Sweah Castle (Brick Breaking Room)]; [https://i.imgur.com/DsqY0Sb.png Sweah Castle (Swordplay Training Room)] ; [https://i.imgur.com/zfKhU5W.png Water Road];<br />
* Ganbare Goemon: Oedo Daikaten - [https://i.imgur.com/LlD5UUN.png Feudal Castle];<br />
* Ganbare Goemon Uchuu Kaizoku Akogingu - [https://i.imgur.com/wOxwApE.png Mt. Urala's Forest]; [https://i.imgur.com/60QfiYt.png Turtle Platforms]; [https://i.imgur.com/a8HiNyJ.png Golden and Silver Houses (Interior)]<br />
* Ganbare Goemon: Seikuushi Dynamites Arawaru - Mechanical Town ([https://i.imgur.com/PDEEEdM.png image 1] [https://i.imgur.com/TElSPbB.png image 2] [https://i.imgur.com/rVBfz9X.png image 3] [https://i.imgur.com/wVrmfKj.png image 4]);<br />
* Gekisou Sentai Carranger - [https://i.imgur.com/OYiiiap.png City];<br />
* Gokujou Parodius (SNES) - [https://i.imgur.com/76U671o.png Eliza and Neil] ; [https://i.imgur.com/XeQHCjK.png Princess Kaguya] ; [https://i.imgur.com/4NS6on2.png Shooting Memories; (Pentaro X Arena)]; [https://i.imgur.com/S9qQmse.png The Moon (Garden)];<br />
* Gunstar Heroes - [https://i.imgur.com/d8dAK2X.png Ancient Ruins] ; [https://i.imgur.com/V5g05BG.png Black's Base] ; [https://i.imgur.com/Quxi7HA.png Rescue Yellow];<br />
* Hagane - Rocket ( [https://i.imgur.com/eHgtVyv.png image 1] / [https://i.imgur.com/IZOXtiz.png image 2] / [https://i.imgur.com/8PzSak9.png image 3] / [https://i.imgur.com/0ITrVW7.png image 4]);<br />
* Illusion of Gaia - [https://i.imgur.com/3f08pLQ.png Dark Gaia];<br />
* Indiana Jones' Greatest Adventures - [https://i.imgur.com/QN3ZVf8.png Nepal (Foreground)];<br />
* Jelly Boy 2 - [https://i.imgur.com/6LSrAiV.png Crazy Ocean (Sea)]; [https://i.imgur.com/WQ42j6N.png Ninja Western (Underground Tunnel)]; <br />
* Jikkyou Oshaberi Parodius (PSX) - [https://i.imgur.com/JX5ytIZ.png Dr. Warumon's Pig Ship]; [https://i.imgur.com/VhJTY6Q.png Fiesta Base (Outside the Temple)]; Gigantic! Hikaru and Akane ([https://i.imgur.com/JJuZL9w.png image 1] / [https://i.imgur.com/iclfsda.png image 2]); [https://i.imgur.com/VU5Cs8Z.png Goemon Compact Room];<br />
* Jikkyou Oshaberi Parodius (SNES) - [https://i.imgur.com/0A7Djh5.png Donburi Fields]; Dr. Mardock's Trash Ship ([https://i.imgur.com/SMXJzHA.png image 1] / [https://i.imgur.com/hNWsEcf.png image 2]); [https://i.imgur.com/AO74Xly.png Edo (Cookie Area)]; [https://i.imgur.com/8lBmpwq.png Edo (Japanese Garden)]; [https://i.imgur.com/4L2nZpV.png Edo (Kabuki Corridor)]; [https://i.imgur.com/FZ2SSRh.png Edo (Temple)]; [https://i.imgur.com/d4qWryK.png Edo (Tileset)]; [https://i.imgur.com/swjkgao.png Ghost Lady]; Gigantic! Hikaru and Akane ([https://i.imgur.com/czqF8Fy.png image 1] / [https://i.imgur.com/KoX9nqJ.png image 2]); [https://i.imgur.com/V5RBNKY.png Let's Play with the Master]; [https://i.imgur.com/niaDKbE.png School (Yard)]; [https://i.imgur.com/DrPv2MJ.png Temple Master];<br />
* Kirby's Dream Land 3 - [https://i.imgur.com/NkMAW5u.png Ripple Field (Sunset)];<br />
* Maui Mallard in Cold Shadow (SNES) - [https://i.imgur.com/D8UKOje.png Babaluau Baby]; [https://i.imgur.com/UnplwmT.png The Flying Duckman]; [https://i.imgur.com/iAGyDMc.png Mudrake Mayhem];<br />
* Mega Man & Bass - [https://i.imgur.com/6A88aNz.png Magic Man]; [https://i.imgur.com/FsgdvFf.png Tengu Man]<br />
* Mega Man 6 - [https://i.imgur.com/kNel04w.png Yamato Man] <br />
* Mega Man 7 - [https://i.imgur.com/mTt5OVV.png Burst Man (Final Section)]; [https://i.imgur.com/tPmj6k7.png Burst Man (First Section)]; [https://i.imgur.com/ktypBh2.png Dr. Wily Stage 1 (Inside)]; [https://i.imgur.com/9A8sg1P.png Freeze Man (Mountains)]; Freeze Man Tileset ([https://i.imgur.com/24dlO4Q.png Image 1] / [https://i.imgur.com/Ytnx1GO.png Image 2] );<br />
* Mega Man 8 - [https://i.imgur.com/XySONy1.png Frost Man (Night)];<br />
* Mega Man 9 - [https://i.imgur.com/tOgygA3.gif Telly X];<br />
* Mega Man X2 - [https://i.imgur.com/Nfg3BT7.png Bubble Crab (Underwater Abyss)]; [https://i.imgur.com/KjfLTDg.png Crystal Snail]; [https://i.imgur.com/hj49ZDd.png Magna Centipede (X-Hunters Cutscene)];<br />
* Mega Man X3 - [https://i.imgur.com/X2hc7N2.png Ruins of Dr. Doppler Lab (Ending)]; [https://i.imgur.com/J2jQXgF.png Toxic Seahorse (Sewers)]; [https://i.imgur.com/XvX8xUb.png Toxic Seahorse (Water Barrage)]; [https://i.imgur.com/JSH6NaE.png Tunnel Rhino (Inside)];<br />
* Mystical Ninja - [https://i.imgur.com/PN0zUDE.png Horohoro Temple (Lower Half)]; [https://i.imgur.com/Be9rt97.png Horohoro Temple (Upper Half)]; Horohoro Temple Tileset ([https://i.imgur.com/ycj6pib.png image 1] / [https://i.imgur.com/rUmUi1u.png image 2] / [https://i.imgur.com/WV6PgsF.png image 3] / [https://i.imgur.com/1c1nmFB.png image 4] / [https://i.imgur.com/Bsj7kk0.png image 5] / [https://i.imgur.com/XdEmC8U.png image 6]); [https://i.imgur.com/aXCPQ8r.png Iga Ninja Mansion (Dungeon)]; [https://i.imgur.com/5ArLpxb.png Iga Ninja Mansion (Entrance)]; [https://i.imgur.com/prmW0en.png Iga Ninja Mansion (Mountains)]; [https://i.imgur.com/6s5IU81.png Otafuku Army Headquarters]; [https://i.imgur.com/Lv5S71o.png Otafuku Army Headquarters (Slot Machine Room)]; [https://i.imgur.com/UhTDOvO.png Ryukyu Palace (Underwater Tunnel)];<br />
* Ninja Warriors - [https://i.imgur.com/MGgLGb9.png Tank];<br />
* Osman (Arcade) - [https://i.imgur.com/43Tn8t5.png Red Sky];<br />
* Parodius Da! (SNES) - [https://i.imgur.com/Z1SgguV.png Cemetery]; [https://i.imgur.com/uwBWKyl.png Clouds and Bubbles]; [https://i.imgur.com/tg8nCDt.png Labyrinth (Boss Room)]; [https://i.imgur.com/SlK8Qmk.png Octo's Bad Hair Day]; [https://i.imgur.com/EShnbuy.png Pachinko];<br />
* Parodius Portable (MSX Remake) - [https://i.imgur.com/HZD452i.gif Mole];<br />
* Pokémon: Diamond / Pearl - [https://i.imgur.com/XDmOf75.png Dress-Up Room (Underwater)];<br />
* Quattro Arcade: Go! Dizzy Go! (Bootleg) - [https://i.imgur.com/KqXpmax.png Castle Walls] ; [https://i.imgur.com/fUYXVUs.png Mountains]; [https://i.imgur.com/3bZFhSA.png Woods];<br />
* Romancing SaGa 3 - [https://i.imgur.com/mHrrOHA.png Magical Tank Battle (Magical Tanks)];<br />
* Rudra no Hihou - [https://i.imgur.com/hEe6rDU.png Mantra Peak (Night)];<br />
* Samurai Kid - [https://i.imgur.com/Fbzb7d3.png Feudal Castle Tileset];<br />
* Sexy Parodius - [https://i.imgur.com/eTqmrZc.png Dragon Palace]; [https://i.imgur.com/rAf7h9d.png Gigantic Medusa]; [https://i.imgur.com/3ujdgLR.gif Happy Coins];<br />
* Sonic 3 (Prototype) - [https://i.imgur.com/6rwBl2r.png Hydrocity Zone Act 1];<br />
* Sonic Advance 2 - [https://i.imgur.com/Cy543p5.png Ice Paradise];<br />
* Sonic Mania - [https://i.imgur.com/DOtslKP.png Press Garden Zone Act 2 (Lanterns)];<br />
* Super Castlevania IV - [https://i.imgur.com/4Jn4Gfj.png Stage 7 - Art Gallery]; [https://i.imgur.com/Zqlkdpl.png Stage A - Clock Tower];<br />
* Super Paper Mario - Pit of 100 Trials (Made by edrobot) - ([https://i.imgur.com/4ce05sd.png image 1] / [https://i.imgur.com/VsLh3vn.png image 2]);<br />
* Super Valis IV - [https://i.imgur.com/EmtVSy5.png Babylon]; [https://i.imgur.com/6j2mrY6.png Castle Vanity]; [https://i.imgur.com/PzdYs1i.png Valhalla (Outside)]; [https://i.imgur.com/3Oztt3f.png Valhalla (Inside the Chapel)]; [https://i.imgur.com/i1AL8WV.png Vecanti];<br />
* Terranigma - [https://i.imgur.com/zpKg84x.png Hitoderon and Gossie];<br />
* The Legendary Stafy 2 - [https://i.imgur.com/Zn5fadC.png Stage 2-3 (Night)];<br />
* Treasure Hunter G - [https://i.imgur.com/2Or3sx3.png Aged Cave (Ferric Falcon)]; [https://i.imgur.com/QlYpvWr.png Mountains]<br />
* Trials of Mana - [https://i.imgur.com/SKfUOxk.png Chartmoon Tower]; [https://i.imgur.com/XMIV4uc.png Dark Castle (Exterior)]; [https://dl.smwcentral.net/image/83063.png Woods of Wanndara (Mispolm Arena)];<br />
* Wario Land 3 - [https://i.imgur.com/5nQdvaK.png The Big Bridge];<br />
<br />
==== [https://www.dropbox.com/sh/oyqsyhoxa6jqjjb/AACLXxoUbJtAEy27e6-xZUJCa?dl=0 No Body the Dragon Sprite Works] ====<br />
<br />
Includes 31 original sprites made by No Body the Dragon. Ripped and assembled for your convenience.<br />
<br />
==== [http://www.mediafire.com/folder/28rdo0vn6zrid/SMW+Graphics Insanit's Graphics] ====<br />
<br />
* Geometry Dash - [https://imgur.com/RxG3Ulf Stereo Madness]<br />
* Super Mario World - [https://imgur.com/CxDJCb2 Giant Muncher]<br />
<br />
== ASM ==<br />
=== Patches: ===<br />
==== Super Mario World: ====<br />
* [https://github.com/TheLX5/Cappy Cappy] by lx5.<br />
* [https://github.com/TheLX5/Powerups Powerups Patch] by lx5.<br />
* [https://github.com/VitorVilela7/SA1-Pack SA-1 Pack] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
* [https://github.com/TheLX5/Star-Coins Star Coins] by lx5. (Unfinished)<br />
<br />
=== Sprites: ===<br />
==== Super Mario World: ====<br />
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Cosmic%20Clone Cosmic Clones] by lx5.<br />
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Fire%20Bones Fire Drybones] by lx5.<br />
* [https://www.mediafire.com/file/br28qgyk00dto2v/YILiftBetter.zip/file Yoshi's Island Lifts] by Carol, fixed and improved by Nambona890.<br />
* [http://www.mediafire.com/file/iaykyfak188iz2w/Giant_Thwomp.zip/file Giant Thwomp] by Imamelia, converted and updated by Insanit.<br />
* [http://www.mediafire.com/file/jtj9sx97pv4eod4/Giant_Bowser_Statue.zip/file Giant Bowser Statue] by Imamelia, converted and updated by Insanit.<br />
* [https://www.dropbox.com/s/j3n7rrebt8v0o43/SMB3%20Burner%20%28Edited%20a%20bit%29.zip?dl=0 SMB3 Burner] by lion, edited by Rykon-V73.<br />
* [https://www.dropbox.com/s/6h71c8q67moug5f/Mega%20Man%202%20Leaf%20Shield.zip?dl=0 Leaf Shield] by lion, based on original code by Carol.<br />
* [https://www.dropbox.com/s/pshhni7fia6vk5b/Fire%20Stalking%20Piranha%20Plant.zip?dl=0 Fire Stalking Piranha Plant] by lion.</div>AnasMario130https://sneslab.net/mw/index.php?title=Resource_List&diff=2124Resource List2021-11-18T17:28:12Z<p>AnasMario130: Added 'Flee' from Doom: Ancient Aliens, which I made three months ago on request of FireSeraphim</p>
<hr />
<div>This page links to various resources developed by members of SnesLab until an official resource page is opened along with an uploader. For now, if you have stuff you want exclusive to SnesLab, feel free to link them here. If the list becomes bigger, separate pages may be required alongside here.<br />
<br />
'''Note: You may remove your own resources at any time.'''<br />
<br />
== ROM Hacks ==<br />
* P-switch: Nature's Unnatural Threat [To be released Summer C3 2021]<br />
<br />
=== Levels ===<br />
<br />
* [[Aerodynamics_City|Aerodynamics City]] by Anorakun;<br />
<br />
* [[Blackthorn_Remains|Blackthorn Remains]] by Anorakun;<br />
<br />
* [[Frigid_Garden_Panic|Frigid Garden Panic]] by Anorakun;<br />
<br />
=== Kaizo Hacks ===<br />
<br />
* [[Super_LSG_World|Super LSG World]] by Insanit;<br />
* [[The_Darkside_REMASTERED|The Darkside REMASTERED]] by Insanit;<br />
* [[Nambona's Revenge]] by Nambona890;<br />
* [http://namboner.com/myfilehostingshit/NambonasKaizoPack1-V1.2.bps Nambona's Kaizo Pack 1] by Nambona890;<br />
<br />
== Tools ==<br />
=== General ===<br />
* [https://github.com/VitorVilela7/SA1-Root SA-1 Root] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
* [https://github.com/VitorVilela7/SnesSpeedTest SnesSpeedTest] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
<br />
== Music ==<br />
=== Super Mario World ===<br />
* [https://www.dropbox.com/s/xdt6ao4lzctewse/%5BS%5D%20Mega%20Man%205%20-%20Wily%20Stage%20%2816-bit%29.zip?dl=0 Mega Man 5 - Wily Stage (Power Mario Version)] by [[User:Daizo_Dee_Von|Daizo Dee Von]].<br />
* [https://www.dropbox.com/s/amkqv6xzfm5kpck/%5BS%5D%20Silent%20Hill%202%20-%20True.zip?dl=0 Silent Hill 2 - True] by Scooter102089 & [[User:Daizo_Dee_Von|Daizo Dee Von]]<br />
<br />
==== [https://www.dropbox.com/sh/icsm6ltj3kesqgi/AAApte1jqQNoLu_Q-e2R2thqa?dl=0 Masterlink's Song Pack] ====<br />
Note: If any of these comes with <code>#amk 3</code> at the beginning, you can change it to <code>#amk 2</code> if you're using AddmusicK 1.0.8 or AddmusicKFF.<br />
<br><br />
<br><sup><u>[1]</u></sup> Compatible only with [https://www.atarismwc.com/amkff_releases/ AMKFF beta].<br />
<br><sup><u>[2]</u></sup> Incompatible with SMW.<br />
<br><br />
* Castlevania: Aria of Sorrow - Castle Corridor [Sampled]<br />
* Castlevania: Harmony of Dissonance - Chapel of Dissonance [Unsampled]<br />
* Castlevania: Legends - Highest Castle Floor (Stage 4) 16-bit Remix [Unsampled]<br />
* CUSTOM (Nox-Kixune) - Pirates [Sampled]<br />
* Donkey Kong Country - Mine Cart Madness [Sampled]<br />
* Donkey Kong Country 2: Diddy's Kong Quest - Boss Bossanova [Unsampled/Sampled]<br />
* Donkey Kong Country 2: Diddy's Kong Quest - Token Tango [Sampled]<br />
* Donkey Kong Land - Flooded Ruins [Sampled]<br />
* Elevator Action (GBA) - Stage 7 [Sampled]<br />
* Etrian Odyssey - Destruction Begets Decay (RS1 Style) [Sampled]<br />
* Final Fantasy I (PS1) - Chaos' Temple [Sampled] <span style="color:gold"><big>'''NEW'''</big></span><br />
* Final Fantasy III - Priestess Aria [Sampled]<br />
* Final Fantasy V - A New World [Sampled]<br />
* Final Fantasy V - Clash on the Big Bridge [Sampled]<br />
* Final Fantasy VI - Kefka's Tower [Sampled]<br />
* Final Fantasy VI - Searching for Friends [Unsampled]<br />
* Final Fantasy VI - The Fierce Battle [Unsampled/Sampled]<br />
* Final Fantasy VII - Forested Temple [Unsampled]<br />
* Final Fantasy VII - Still More Fighting [Sampled]<br />
* Final Fantasy X - Silence Before the Storm [Sampled]<br />
* Ganbare Goemon 2 - Fortress [Sampled]<br />
* Golden Sun - Isaac's Battle Theme [Sampled]<br />
* Golden Sun - The Elemental Stars [Sampled]<br />
* Golden Sun, The Lost Age - Felix's Battle Theme [Sampled]<br />
* Kirby & The Amazing Mirror - Boss Battle [Sampled]<br />
* Kirby & The Amazing Mirror - Dark Mind's Second Form [Sampled] <br />
* Kirby & The Amazing Mirror - Fighting Dark Mind in the Sky [Sampled] <br />
* Kirby Dreamland 2 - Dark Castle [Unsampled]<br />
* Kirby Nightmare in Dreamland - Nightmare Battle (Final Boss) [Sampled]<br />
* Kirby Nightmare in Dreamland - Rainbow Resort [Sampled]<br />
* Magical Pop'n - Around the Castle [Unsampled]<br />
* Mario & Luigi: Super Star Saga - Beanbean Fields [Sampled]<br />
* Mario & Luigi: Super Star Saga - Bowser's Castle [Sampled]<br />
* Mario & Luigi: Super Star Saga - Hoohoo Village [Sampled]<br />
* Mega Man & Bass - Museum (Intro Stage) [Unsampled]<br />
* Mega Man Legends - At a Place Nobody Knows [Sampled]<br />
* Mega Man X - Armored Armadilo [Sampled]<br />
* Mega Man X2 - Absolute Zero [Sampled]<br />
* Mega Man X2 - Zero's Rebirth [Sampled]<br />
* Mega Man X3 - Blizzard Buffalo [Sampled]<br />
* Metal Slug 2 / X - Steel Beast 6Beets [Sampled]<br />
* Metal Slug 2 / X / 3 - First Contact [Sampled] <sup><u>[2]</u></sup><br />
* Mother 3 - Mr. Batty Twist [Sampled]<br />
* Pokémon Diamond / Pearl / Platinum - Battle! Champion [Sampled] <sup><u>[1]</u></sup> <sup><u>[2]</u></sup><br />
* Romancing SaGa 2 - Last Battle [Sampled]<br />
* Romancing SaGa 3 - Byunei's Nest [Unsampled]<br />
* Romancing SaGa 3 - Leonid's Castle [Unsampled]<br />
* Romancing SaGa 3 - Podorui/Podol [Unsampled]<br />
* Romancing SaGa 3 - The Last Battle [Sampled] <sup><u>[1]</u></sup><br />
* SaGa 2 - Dreadful Fight (RS3 Arrangement) [Sampled]<br />
* SaGa Frontier - Battle 2 [Sampled]<br />
* SaGa Frontier - Trick [Sampled] <sup><u>[1]</u></sup><br />
* Secret of Mana - Crystal Forest ~ A Wish [Unsampled]<br />
* Secret of Mana - Forest ~ Into the Thick of it [Sampled]<br />
* Secret of Mana - Ice Palace ~ Eight Ringing Bells [Sampled]<br />
* Secret of Mana - Kakkara Desert ~ Secret of the Arid Sands [Unsampled]<br />
* Secret of Mana - Pandora ~ Rose and Ghost [Sampled]<br />
* Secret of Mana - Sage Joch's Cave ~ The Legend [Unsampled]<br />
* Secret of Mana - Sunken Continent ~ Star of Darkness [Sampled]<br />
* Seiken Densetsu 3 (Trials of Mana) - Few Paths Forbidden [Unsampled]<br />
* Seiken Densetsu 3 (Trials of Mana) - Strange Medicine [Sampled]<br />
* Super Adventure Island II - Hiya-Hiya Island [Sampled] <br />
* Super Bomberman 2 - BGM 2 [Sampled]<br />
* Super Mario RPG - Fight Against an Armed Boss [Sampled]<br />
* Super Mario RPG - Fight Against Culex [Sampled]<br />
* Super Mario World - Title Screen (Beta Festive Remix) [Unsampled]<br />
* Tales of Phantasia - Biting Cold [Unsampled]<br />
* Wrecking Crew '98 - Title Screen [Sampled]<br />
* Xenogears - Faraway Promise [Sampled]<br />
* Zelda: Majora's Mask - Song of Healing [Sampled]<br />
* Zelda: Ocarina of Time/Majora's Mask - Goron City/Village [Sampled]<br />
<br />
==== [https://content.tcdw.net/Ports/ tcdw's AMK Song Collection] ====<br />
* Hourai Gakuen no Bouken (Entire OST)<br />
* Kirby: Nightmare in Dream Land - Forest Stages<br />
* Kurukuru Kururin - Ocean<br />
* Shizuku - Search<br />
* Spanky's Quest - Ruins<br />
<br />
==== Nambona890's Ports ====<br />
* [http://namboner.com/ports/Metal%20Masters%20-%20Metal%20Beat.zip Metal Masters - Metal Beat]<br />
* [http://namboner.com/ports/Cat%20Planet%20-%20Welcome%20to%20Cat%20Planet.zip Cat Planet - Welcome to Cat Planet]<br />
* [http://namboner.com/ports/Angry%20Video%20Game%20Nerd.zip Angry Video Game Nerd]<br />
* [http://namboner.com/ports/Azumanga%20Daioh%20Jingle.zip Azumanga Daioh Jingle]<br />
* [http://namboner.com/ports/Dig%20Dug.zip Dig Dug]<br />
* [http://namboner.com/ports/Doki%20Doki%20Literature%20Club%20-%20Dreams%20of%20Love%20and%20Literature.zip Doki Doki Literature Club - Dreams of Love and Literature]<br />
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Medivo.zip Jazz Jackrabbit - Medivo]<br />
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Tubelectric.zip Jazz Jackrabbit - Tubelectric]<br />
* [http://namboner.com/ports/Kaizo%203%20Bowser%20Recreation.zip Kaizo 3 Bowser Recreation]<br />
* [http://namboner.com/ports/Moskau%20Chorus.zip Moskau Chorus]<br />
* [http://namboner.com/ports/Super%20Mario%20Bros%203%20-%20Bowser%20(NES%20samples).zip Super Mario Bros 3 - Bowser (NES samples)]<br />
* [http://namboner.com/ports/Takeshi's%20Challenge.zip Takeshi's Challenge]<br />
* [http://namboner.com/ports/Tamagotchi%20-%20Smile%20Game.zip Tamagotchi (GB) - Smile Game]<br />
* [http://namboner.com/ports/tPORt%20-%20Graphic%20Conveyer.zip tPORt - Graphic Conveyer]<br />
* [http://namboner.com/ports/tPORt%20-%20Shuric%20Scan.zip tPORt - Shuric Scan]<br />
* [http://namboner.com/ports/algar%20-%20five.zip algar - five]<br />
* [http://namboner.com/ports/BlaZeon%20-%20Emergency%20Avoidance.zip BlaZeon - Emergency Avoidance]<br />
* [http://namboner.com/ports/Cerror%20-%20n-gen03.zip Cerror - n-gen#03]<br />
* [http://namboner.com/ports/Mr%20Death%20-%20Red%20velvet.zip Mr. Death - Red velvet]<br />
<br />
==== [https://drive.google.com/folderview?id=1yF21dsowr_RNx4jgqh3lwMOf8H7lY9EM KiloMinimo's Port Pack] ====<br />
Contents:<br />
* Aero Fighters - Boss Battle (Sampled) <br />
* Aero Fighters - Final Boss, Space (Sampled) <br />
* Desert Strike: Return to the Gulf - Bus Ride to Freedom (Unsampled) <br />
* Earthbound - The Deep Darkness (Sampled)<br />
<br />
==== [https://www.dropbox.com/sh/ytu6fbv2s2bx41r/AAAWKocAkRpq9GeH26eDGeJqa?dl=0 Wakana's incredibly flawed music matters] ====<br />
The pack contains the following ports:<br />
* Gubble 2 - Bizarre 2 [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Guilty Gear X2 - Holy Orders [S] <span style="color:gray">- Added in 25/11/2020</span><br />
* Sonic Mania - Studiopolis Act 1 [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Stardew Valley - Deep in the Woods [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Touhou 12 - Captain Murasa [U] <span style="color:gray">- Added in 25/11/2020</span><br />
* Touhou 12.7 - Magus Night [U] <span style="color:gray">- Added in 25/11/2020</span><br />
* Touhou 14 - Kobito of the Shining Needle [S] <span style="color:gray">- Added in 07/11/2020</span><br />
<span style="color:gray">For any issues, feedback, or anything about these, feel free to DM me in Discord or @ me in SnesLab Discord, thanks!</span><br />
<br />
==== Anas's Ports ====<br />
<br />
* [https://drive.google.com/file/d/1RvRTsuOVd-41tFoaEdca3KDwICzyN564/view?usp=sharing Eternal Heroines(修正版) - Romancing Kanon]<br />
<br />
* [https://drive.google.com/file/d/1EATTmw3FfjCB-eRmSEN2JdvzbKKIHz92/view?usp=sharing Doom: Ancient Aliens - Flee] <br />
== Graphics ==<br />
<br />
==== [https://www.dropbox.com/sh/uuh9adoimna5kno/AAACNHZnjmey2g1pJ31Y5diva?dl=0 Anorakun's Graphic Rips] ====<br />
<br />
'''''OBSERVATION: If any background uses bank 90-9F or A0-AF, probably you will receive some blank map 16 tiles in the background. To fix that, just replace the tiles 9000 or A000 with a transparent tile. It's very easy to do so and may not take even a minute. If a rip doesn't work, looks garbled or something like that, send me a DM in the Discord.'''''<br />
<br />
* 3 Ninjas Kick Back - [https://i.imgur.com/3Ri1u8S.png Stage 4 Zone 1 (Japanese Garden)];<br />
* ActRaiser - [https://i.imgur.com/0f2FVZN.png Bloodpool (Act 1)];<br />
* ActRaiser 2 - [https://i.imgur.com/IjSD6TG.png Modero];<br />
* Battle Mania: Daiginjou - [https://i.imgur.com/znw53tN.png Ghost Wail Temple ]; [https://i.imgur.com/4wvEUwP.png Temple Summit]; [https://i.imgur.com/xmoWCXu.png Underground Base];<br />
* Castlevania III - [https://i.imgur.com/87DBcUC.png Flying Skeleton] (Giant Eerie replacement, redrawn by TheMorganah); [https://i.imgur.com/WsYM1BQ.png Medusa Head];<br />
* Castlevania: Circle of the Moon - [https://i.imgur.com/hoUEvkN.png Machine Tower];<br />
* Castlevania: Dracula X - [https://i.imgur.com/WAzaZyg.png Stage 1 - Burned City]; [https://i.imgur.com/kjs7NU7.png Stage 2 - Castle Entrance]; [https://i.imgur.com/JzLyRIC.png Stage 3 - Basement]; [https://i.imgur.com/9EZTRB6.png Stage 3 - Boss]; [https://i.imgur.com/WpvUrpO.png Stage 4 - Catacombs]; [https://i.imgur.com/c5iJiBB.png Stage 4' - Boss]; [https://i.imgur.com/XcezrI5.png Stage 5' - Aquatic Ruins]; [https://i.imgur.com/Hy0Aahh.png Stage 6 - Clock Tower Rooftops]<br />
* Castlevania : Harmony of Dissonance - [https://i.imgur.com/ihKDbD2.png Skeleton Cave A (Skeleton Glass Room)]; [https://i.imgur.com/IrGhJ0o.png Sky Walkway (First Room)];<br />
* Castlevania: Rondo of Blood - [https://i.imgur.com/N6STKbT.png Dracula]; Stage 2 - Bridge (Tileset) ([https://i.imgur.com/CGtPlX5.png Image 1] / [https://i.imgur.com/aKwpplU.png Image 2]); [https://i.imgur.com/W78mvPe.gif Stage 3 - Giant Candles]; [https://i.imgur.com/1YBFjZB.png Stage 5 - Outside of the Ghost Ship]; [https://i.imgur.com/V42xkMZ.png Stage 8 - Throne Room];<br />
* Castlevania: Symphony of the Night - Long Library (Entrance) ( [https://i.imgur.com/qJ6zPIM.png image 1] / [https://i.imgur.com/u1DzDTw.png image 2] ); [https://i.imgur.com/ZFqUwC7.png Long Library (Corridor)];<br />
* Chrono Trigger - [https://i.imgur.com/TQ4nx3z.png Death Peak];<br />
* Demon's Crest - [https://i.imgur.com/sbz0ozJ.png Ice Palace (Boss Room)];<br />
* Donkey Kong Country 3 Styled Sniper Scope (Drawn by TheMorganah, edited by Anorakun) - [https://i.imgur.com/tvPsFjO.png image 1]; [https://i.imgur.com/Qa27NLe.png image 2];<br />
* Dragon Ball: Advanced Adventure - [https://i.imgur.com/2AulpRR.png Island of Training (Sunset)];<br />
* Dragon Ball Z : Super Butouden 3 - [https://i.imgur.com/5wToSWP.png Sky (Sunset)];<br />
* Earthworm Jim 1 (SNES) - [https://i.imgur.com/uDFIyHG.png New Junk City];<br />
* Earthworm Jim 2 (SNES) - [https://i.imgur.com/SPNKAqx.png Inflated Head];<br />
* E.V.O.: Search for Eden - [https://i.imgur.com/hOC6t0h.png Underwater Caverns] <br />
* Final Fantasy V - [https://i.imgur.com/EEqFCZw.png Ancient Library (Battle Background)];<br />
* Fire Emblem Heroes - [https://dl.smwcentral.net/image/83061.png Gacha Orb]<br />
* Ganbare Goemon 2 (Super Famicom) - [https://i.imgur.com/AQ7D8cL.png Flower Petals]; [https://i.imgur.com/6ctdRrZ.png Former Site of Edo Castle]; [https://i.imgur.com/2Gzs9cR.png Goofy Woods]; [https://i.imgur.com/tEdLOXx.png Impenetrable Road]; [https://i.imgur.com/mkOarWy.png Kabuki Castle]; Kabuki Castle Tileset ([https://i.imgur.com/teHrTzd.png image 1] / [https://i.imgur.com/rozGk6S.png image 2] / [https://i.imgur.com/Y0b0U5P.png image 3] / [https://i.imgur.com/9f5tOrs.png image 4]); [https://i.imgur.com/McxOXHm.png Kokeshi (Wooden Dolls)];[https://i.imgur.com/BdJGbFI.png Log Bridge Road]; [https://i.imgur.com/yYJ47ZV.png Oyuki Mountain]; [https://i.imgur.com/GvxdKSe.png Samurai Woods]; [https://i.imgur.com/deQHEWk.png Virtual Hell 1]; [https://i.imgur.com/YnAmS8s.png Virtual Hell 2];<br />
* Ganbare Goemon 3 - Big Bathhouse ([https://i.imgur.com/9A8GbMD.png image 1] / [https://i.imgur.com/loe4mWx.png image 2] / [https://i.imgur.com/zbrCJkV.png image 3]); [https://i.imgur.com/LDvSFyh.png Iga Ninja Mansion]; [https://i.imgur.com/ESB9Ltu.png Mechanical Park]; [https://i.imgur.com/HahiuRV.png Walker Factory (Inside)]; Walker Factory (Outside) ([https://i.imgur.com/cr4GVyz.png image 1] / [https://i.imgur.com/Ej5loXv.png image 2]); <br />
* Ganbare Goemon 4 - [https://i.imgur.com/xBziCok.png Aquann Castle (Cavern)]; [https://i.imgur.com/HqfuANt.png Aquann Castle (Underwater)]; [https://i.imgur.com/dUwsRyl.gif Depths Lake] ; [https://i.imgur.com/BpFWMcb.png Desert Forest] ; [https://i.imgur.com/LDvPLc9.png Diver Ridge] ; [https://i.imgur.com/L3K6eGM.png Falling Car] ; [https://i.imgur.com/EApPcHB.png Foresce Castle (Cheerleader Section)]; [https://i.imgur.com/l5THscO.png Kickory Forest] ; [https://i.imgur.com/2EzM8cd.png Qubasa Castle (Baseball Scoreboard)]; [https://i.imgur.com/qKOy82C.png Qubasa Castle (Baseball Stadium)] ; [https://i.imgur.com/tTRsXK2.png Qubasa Castle (Soccer Field)]; Rocky Islands ([https://i.imgur.com/b7qsfQ0.png image 1] / [https://i.imgur.com/exeLnlS.png image 2] / [https://i.imgur.com/t4LYT2H.png image 3]); [https://i.imgur.com/rKD0Egm.png Snow Ravines]; [https://i.imgur.com/frnEDMP.png Sweah Castle (Alien Crowd)] ; [https://i.imgur.com/vlkHysC.png Sweah Castle (Brick Breaking Room)]; [https://i.imgur.com/DsqY0Sb.png Sweah Castle (Swordplay Training Room)] ; [https://i.imgur.com/zfKhU5W.png Water Road];<br />
* Ganbare Goemon: Oedo Daikaten - [https://i.imgur.com/LlD5UUN.png Feudal Castle];<br />
* Ganbare Goemon Uchuu Kaizoku Akogingu - [https://i.imgur.com/wOxwApE.png Mt. Urala's Forest]; [https://i.imgur.com/60QfiYt.png Turtle Platforms]; [https://i.imgur.com/a8HiNyJ.png Golden and Silver Houses (Interior)]<br />
* Ganbare Goemon: Seikuushi Dynamites Arawaru - Mechanical Town ([https://i.imgur.com/PDEEEdM.png image 1] [https://i.imgur.com/TElSPbB.png image 2] [https://i.imgur.com/rVBfz9X.png image 3] [https://i.imgur.com/wVrmfKj.png image 4]);<br />
* Gekisou Sentai Carranger - [https://i.imgur.com/OYiiiap.png City];<br />
* Gokujou Parodius (SNES) - [https://i.imgur.com/76U671o.png Eliza and Neil] ; [https://i.imgur.com/XeQHCjK.png Princess Kaguya] ; [https://i.imgur.com/4NS6on2.png Shooting Memories; (Pentaro X Arena)]; [https://i.imgur.com/S9qQmse.png The Moon (Garden)];<br />
* Gunstar Heroes - [https://i.imgur.com/d8dAK2X.png Ancient Ruins] ; [https://i.imgur.com/V5g05BG.png Black's Base] ; [https://i.imgur.com/Quxi7HA.png Rescue Yellow];<br />
* Hagane - Rocket ( [https://i.imgur.com/eHgtVyv.png image 1] / [https://i.imgur.com/IZOXtiz.png image 2] / [https://i.imgur.com/8PzSak9.png image 3] / [https://i.imgur.com/0ITrVW7.png image 4]);<br />
* Illusion of Gaia - [https://i.imgur.com/3f08pLQ.png Dark Gaia];<br />
* Indiana Jones' Greatest Adventures - [https://i.imgur.com/QN3ZVf8.png Nepal (Foreground)];<br />
* Jelly Boy 2 - [https://i.imgur.com/6LSrAiV.png Crazy Ocean (Sea)]; [https://i.imgur.com/WQ42j6N.png Ninja Western (Underground Tunnel)]; <br />
* Jikkyou Oshaberi Parodius (PSX) - [https://i.imgur.com/JX5ytIZ.png Dr. Warumon's Pig Ship]; [https://i.imgur.com/VhJTY6Q.png Fiesta Base (Outside the Temple)]; Gigantic! Hikaru and Akane ([https://i.imgur.com/JJuZL9w.png image 1] / [https://i.imgur.com/iclfsda.png image 2]); [https://i.imgur.com/VU5Cs8Z.png Goemon Compact Room];<br />
* Jikkyou Oshaberi Parodius (SNES) - [https://i.imgur.com/0A7Djh5.png Donburi Fields]; Dr. Mardock's Trash Ship ([https://i.imgur.com/SMXJzHA.png image 1] / [https://i.imgur.com/hNWsEcf.png image 2]); [https://i.imgur.com/AO74Xly.png Edo (Cookie Area)]; [https://i.imgur.com/8lBmpwq.png Edo (Japanese Garden)]; [https://i.imgur.com/4L2nZpV.png Edo (Kabuki Corridor)]; [https://i.imgur.com/FZ2SSRh.png Edo (Temple)]; [https://i.imgur.com/d4qWryK.png Edo (Tileset)]; [https://i.imgur.com/swjkgao.png Ghost Lady]; Gigantic! Hikaru and Akane ([https://i.imgur.com/czqF8Fy.png image 1] / [https://i.imgur.com/KoX9nqJ.png image 2]); [https://i.imgur.com/V5RBNKY.png Let's Play with the Master]; [https://i.imgur.com/niaDKbE.png School (Yard)]; [https://i.imgur.com/DrPv2MJ.png Temple Master];<br />
* Kirby's Dream Land 3 - [https://i.imgur.com/NkMAW5u.png Ripple Field (Sunset)];<br />
* Maui Mallard in Cold Shadow (SNES) - [https://i.imgur.com/D8UKOje.png Babaluau Baby]; [https://i.imgur.com/UnplwmT.png The Flying Duckman]; [https://i.imgur.com/iAGyDMc.png Mudrake Mayhem];<br />
* Mega Man & Bass - [https://i.imgur.com/6A88aNz.png Magic Man]; [https://i.imgur.com/FsgdvFf.png Tengu Man]<br />
* Mega Man 6 - [https://i.imgur.com/kNel04w.png Yamato Man] <br />
* Mega Man 7 - [https://i.imgur.com/mTt5OVV.png Burst Man (Final Section)]; [https://i.imgur.com/tPmj6k7.png Burst Man (First Section)]; [https://i.imgur.com/ktypBh2.png Dr. Wily Stage 1 (Inside)]; [https://i.imgur.com/9A8sg1P.png Freeze Man (Mountains)]; Freeze Man Tileset ([https://i.imgur.com/24dlO4Q.png Image 1] / [https://i.imgur.com/Ytnx1GO.png Image 2] );<br />
* Mega Man 8 - [https://i.imgur.com/XySONy1.png Frost Man (Night)];<br />
* Mega Man 9 - [https://i.imgur.com/tOgygA3.gif Telly X];<br />
* Mega Man X2 - [https://i.imgur.com/Nfg3BT7.png Bubble Crab (Underwater Abyss)]; [https://i.imgur.com/KjfLTDg.png Crystal Snail]; [https://i.imgur.com/hj49ZDd.png Magna Centipede (X-Hunters Cutscene)];<br />
* Mega Man X3 - [https://i.imgur.com/X2hc7N2.png Ruins of Dr. Doppler Lab (Ending)]; [https://i.imgur.com/J2jQXgF.png Toxic Seahorse (Sewers)]; [https://i.imgur.com/XvX8xUb.png Toxic Seahorse (Water Barrage)]; [https://i.imgur.com/JSH6NaE.png Tunnel Rhino (Inside)];<br />
* Mystical Ninja - [https://i.imgur.com/PN0zUDE.png Horohoro Temple (Lower Half)]; [https://i.imgur.com/Be9rt97.png Horohoro Temple (Upper Half)]; Horohoro Temple Tileset ([https://i.imgur.com/ycj6pib.png image 1] / [https://i.imgur.com/rUmUi1u.png image 2] / [https://i.imgur.com/WV6PgsF.png image 3] / [https://i.imgur.com/1c1nmFB.png image 4] / [https://i.imgur.com/Bsj7kk0.png image 5] / [https://i.imgur.com/XdEmC8U.png image 6]); [https://i.imgur.com/aXCPQ8r.png Iga Ninja Mansion (Dungeon)]; [https://i.imgur.com/5ArLpxb.png Iga Ninja Mansion (Entrance)]; [https://i.imgur.com/prmW0en.png Iga Ninja Mansion (Mountains)]; [https://i.imgur.com/6s5IU81.png Otafuku Army Headquarters]; [https://i.imgur.com/Lv5S71o.png Otafuku Army Headquarters (Slot Machine Room)]; [https://i.imgur.com/UhTDOvO.png Ryukyu Palace (Underwater Tunnel)];<br />
* Ninja Warriors - [https://i.imgur.com/MGgLGb9.png Tank];<br />
* Osman (Arcade) - [https://i.imgur.com/43Tn8t5.png Red Sky];<br />
* Parodius Da! (SNES) - [https://i.imgur.com/Z1SgguV.png Cemetery]; [https://i.imgur.com/uwBWKyl.png Clouds and Bubbles]; [https://i.imgur.com/tg8nCDt.png Labyrinth (Boss Room)]; [https://i.imgur.com/SlK8Qmk.png Octo's Bad Hair Day]; [https://i.imgur.com/EShnbuy.png Pachinko];<br />
* Parodius Portable (MSX Remake) - [https://i.imgur.com/HZD452i.gif Mole];<br />
* Pokémon: Diamond / Pearl - [https://i.imgur.com/XDmOf75.png Dress-Up Room (Underwater)];<br />
* Quattro Arcade: Go! Dizzy Go! (Bootleg) - [https://i.imgur.com/KqXpmax.png Castle Walls] ; [https://i.imgur.com/fUYXVUs.png Mountains]; [https://i.imgur.com/3bZFhSA.png Woods];<br />
* Romancing SaGa 3 - [https://i.imgur.com/mHrrOHA.png Magical Tank Battle (Magical Tanks)];<br />
* Rudra no Hihou - [https://i.imgur.com/hEe6rDU.png Mantra Peak (Night)];<br />
* Samurai Kid - [https://i.imgur.com/Fbzb7d3.png Feudal Castle Tileset];<br />
* Sexy Parodius - [https://i.imgur.com/eTqmrZc.png Dragon Palace]; [https://i.imgur.com/rAf7h9d.png Gigantic Medusa]; [https://i.imgur.com/3ujdgLR.gif Happy Coins];<br />
* Sonic 3 (Prototype) - [https://i.imgur.com/6rwBl2r.png Hydrocity Zone Act 1];<br />
* Sonic Advance 2 - [https://i.imgur.com/Cy543p5.png Ice Paradise];<br />
* Sonic Mania - [https://i.imgur.com/DOtslKP.png Press Garden Zone Act 2 (Lanterns)];<br />
* Super Castlevania IV - [https://i.imgur.com/4Jn4Gfj.png Stage 7 - Art Gallery]; [https://i.imgur.com/Zqlkdpl.png Stage A - Clock Tower];<br />
* Super Paper Mario - Pit of 100 Trials (Made by edrobot) - ([https://i.imgur.com/4ce05sd.png image 1] / [https://i.imgur.com/VsLh3vn.png image 2]);<br />
* Super Valis IV - [https://i.imgur.com/EmtVSy5.png Babylon]; [https://i.imgur.com/6j2mrY6.png Castle Vanity]; [https://i.imgur.com/PzdYs1i.png Valhalla (Outside)]; [https://i.imgur.com/3Oztt3f.png Valhalla (Inside the Chapel)]; [https://i.imgur.com/i1AL8WV.png Vecanti];<br />
* Terranigma - [https://i.imgur.com/zpKg84x.png Hitoderon and Gossie];<br />
* The Legendary Stafy 2 - [https://i.imgur.com/Zn5fadC.png Stage 2-3 (Night)];<br />
* Treasure Hunter G - [https://i.imgur.com/2Or3sx3.png Aged Cave (Ferric Falcon)]; [https://i.imgur.com/QlYpvWr.png Mountains]<br />
* Trials of Mana - [https://i.imgur.com/SKfUOxk.png Chartmoon Tower]; [https://i.imgur.com/XMIV4uc.png Dark Castle (Exterior)]; [https://dl.smwcentral.net/image/83063.png Woods of Wanndara (Mispolm Arena)];<br />
* Wario Land 3 - [https://i.imgur.com/5nQdvaK.png The Big Bridge];<br />
<br />
==== [https://www.dropbox.com/sh/oyqsyhoxa6jqjjb/AACLXxoUbJtAEy27e6-xZUJCa?dl=0 No Body the Dragon Sprite Works] ====<br />
<br />
Includes 31 original sprites made by No Body the Dragon. Ripped and assembled for your convenience.<br />
<br />
==== [http://www.mediafire.com/folder/28rdo0vn6zrid/SMW+Graphics Insanit's Graphics] ====<br />
<br />
* Geometry Dash - [https://imgur.com/RxG3Ulf Stereo Madness]<br />
* Super Mario World - [https://imgur.com/CxDJCb2 Giant Muncher]<br />
<br />
== ASM ==<br />
=== Patches: ===<br />
==== Super Mario World: ====<br />
* [https://github.com/TheLX5/Cappy Cappy] by lx5.<br />
* [https://github.com/TheLX5/Powerups Powerups Patch] by lx5.<br />
* [https://github.com/VitorVilela7/SA1-Pack SA-1 Pack] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
* [https://github.com/TheLX5/Star-Coins Star Coins] by lx5. (Unfinished)<br />
<br />
=== Sprites: ===<br />
==== Super Mario World: ====<br />
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Cosmic%20Clone Cosmic Clones] by lx5.<br />
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Fire%20Bones Fire Drybones] by lx5.<br />
* [https://www.mediafire.com/file/br28qgyk00dto2v/YILiftBetter.zip/file Yoshi's Island Lifts] by Carol, fixed and improved by Nambona890.<br />
* [http://www.mediafire.com/file/iaykyfak188iz2w/Giant_Thwomp.zip/file Giant Thwomp] by Imamelia, converted and updated by Insanit.<br />
* [http://www.mediafire.com/file/jtj9sx97pv4eod4/Giant_Bowser_Statue.zip/file Giant Bowser Statue] by Imamelia, converted and updated by Insanit.<br />
* [https://www.dropbox.com/s/j3n7rrebt8v0o43/SMB3%20Burner%20%28Edited%20a%20bit%29.zip?dl=0 SMB3 Burner] by lion, edited by Rykon-V73.<br />
* [https://www.dropbox.com/s/6h71c8q67moug5f/Mega%20Man%202%20Leaf%20Shield.zip?dl=0 Leaf Shield] by lion, based on original code by Carol.<br />
* [https://www.dropbox.com/s/pshhni7fia6vk5b/Fire%20Stalking%20Piranha%20Plant.zip?dl=0 Fire Stalking Piranha Plant] by lion.</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=2076Mode 02021-09-27T10:25:30Z<p>AnasMario130: Added notes about disabling vanilla status bar on per-level basis and setting L3 BG destination</p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
''' ''IMPORTANT NOTE: It is recommended to use a sprite status bar such as the [https://www.smwcentral.net/?p=section&a=details&id=24026 DKCR-styled status bar] or [https://www.smwcentral.net/?p=section&a=details&id=18862 remove the vanilla one globally] or [https://www.smwcentral.net/?p=section&a=details&id=28449 on a per-level basis] as the vanilla one's IRQ will make tiles around that area look horribly glitched!'' '''<br />
<br />
''' ''IMPORTANT NOTE 2: To avoid getting layer 3 from getting cut off, make sure that the BG's destination is set to 'Start of Layer 3' ('Layer 3 ExGFX/Tilemap Bypass' dialog/Destination for File') '' '''<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!FreeRAM = $60 ; change this if another resource already uses it<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
RTL<br />
<br />
main:<br />
LDA $9D<br />
ORA $13D4|!addr<br />
BNE return<br />
REP #$20<br />
INC !FreeRAM<br />
LDA !FreeRAM<br />
SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
return: RTL<br />
</pre><br />
<br />
'''Relative Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the 'init:' code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
!XScroll = #0 ; how much layer 4 scrolls HORIZONTALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.<br />
<br />
!YScroll = #0 ; how much layer 4 scrolls VERTICALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
main:<br />
; Layer 4 H-Scroll <br />
REP #$20 : LDA $22<br />
LSR !XScroll<br />
SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll <br />
REP #$20 : LDA $24<br />
LSR !YScroll<br />
SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
LDA #$22 ; translucency for layer 2<br />
STA $40<br />
REP #$20<br />
LDA #%0001110100000010<br />
STA $212C<br />
STA $212E<br />
SEP #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in 'template.zip'. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/886263385266749481/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement of ExAnimation frames for a better understanding of Mode 0 ExAnimation, in ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 to 0x7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405 are gone<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! <br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=2063Mode 02021-09-11T15:17:52Z<p>AnasMario130: Removed mention of the minimalist status bar as the codes don't work properly with it and the following point as I thought it was somewhat unrelated : "The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!"</p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
''' ''IMPORTANT NOTE: It is recommended to use a sprite status bar such as the [https://www.smwcentral.net/?p=section&a=details&id=24026 DKCR-styled status bar] or [https://www.smwcentral.net/?p=section&a=details&id=18862 remove the vanilla one entirely] as the vanilla one's IRQ will make tiles around that area look horribly glitched!'' '''<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!FreeRAM = $60 ; change this if another resource already uses it<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
RTL<br />
<br />
main:<br />
LDA $9D<br />
ORA $13D4|!addr<br />
BNE return<br />
REP #$20<br />
INC !FreeRAM<br />
LDA !FreeRAM<br />
SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
return: RTL<br />
</pre><br />
<br />
'''Relative Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the 'init:' code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
!XScroll = #0 ; how much layer 4 scrolls HORIZONTALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.<br />
<br />
!YScroll = #0 ; how much layer 4 scrolls VERTICALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
main:<br />
; Layer 4 H-Scroll <br />
REP #$20 : LDA $22<br />
LSR !XScroll<br />
SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll <br />
REP #$20 : LDA $24<br />
LSR !YScroll<br />
SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
LDA #$22 ; translucency for layer 2<br />
STA $40<br />
REP #$20<br />
LDA #%0001110100000010<br />
STA $212C<br />
STA $212E<br />
SEP #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in 'template.zip'. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/886263385266749481/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement of ExAnimation frames for a better understanding of Mode 0 ExAnimation, in ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 to 0x7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405 are gone<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! <br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=2062Mode 02021-09-11T15:04:11Z<p>AnasMario130: Fixed and improved codes, added missing Map16 file for the ghost ship tileset, some other minor changes</p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
''' ''IMPORTANT NOTE: It is recommended to use a different layer 3 (such as the [https://www.smwcentral.net/?p=section&a=details&id=2156 minimalist status bar]) or sprite (such as the [https://www.smwcentral.net/?p=section&a=details&id=24026 DKCR-styled status bar]) status bar or [https://www.smwcentral.net/?p=section&a=details&id=18862 remove the vanilla one entirely] as the vanilla one's IRQ will make tiles around that area look horribly glitched!'' '''<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!FreeRAM = $60 ; change this if another resource already uses it<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
RTL<br />
<br />
main:<br />
LDA $9D<br />
ORA $13D4|!addr<br />
BNE return<br />
REP #$20<br />
INC !FreeRAM<br />
LDA !FreeRAM<br />
SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
return: RTL<br />
</pre><br />
<br />
'''Relative Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the 'init:' code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
!XScroll = #0 ; how much layer 4 scrolls HORIZONTALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.<br />
<br />
!YScroll = #0 ; how much layer 4 scrolls VERTICALLY relative to layer 3. This is an exponential DECIMAL value, so a value of 0 ;will make it scroll at the same rate as L3, 2 = twice as slow, 4 = one-fourth as slow, etc.<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
main:<br />
; Layer 4 H-Scroll <br />
REP #$20 : LDA $22<br />
LSR !XScroll<br />
SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll <br />
REP #$20 : LDA $24<br />
LSR !YScroll<br />
SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
LDA #$22 ; translucency for layer 2<br />
STA $40<br />
REP #$20<br />
LDA #%0001110100000010<br />
STA $212C<br />
STA $212E<br />
SEP #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in 'template.zip'. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/886263385266749481/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement of ExAnimation frames for a better understanding of Mode 0 ExAnimation, in ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 to 0x7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405 are gone<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Resource_List&diff=1917Resource List2021-06-04T22:21:14Z<p>AnasMario130: fixed link</p>
<hr />
<div>This page links to various resources developed by members of SNESLab until an official resource page is opened along with an uploader. For now, if you have stuff you want exclusive to SNESLab, feel free to link them here. If the list becomes bigger, separate pages may be required alongside here.<br />
<br />
'''Note: You may remove your own resources at any time.'''<br />
<br />
== ROM Hacks ==<br />
* P-switch: Nature's Unnatural Threat [To be released Summer C3 2021]<br />
<br />
=== Levels ===<br />
<br />
* [[Aerodynamics_City|Aerodynamics City]] by Anorakun;<br />
<br />
* [[Blackthorn_Remains|Blackthorn Remains]] by Anorakun;<br />
<br />
* [[Frigid_Garden_Panic|Frigid Garden Panic]] by Anorakun;<br />
<br />
=== Kaizo Hacks ===<br />
<br />
* [[Super_LSG_World|Super LSG World]] by Insanit;<br />
* [[The_Darkside_REMASTERED|The Darkside REMASTERED]] by Insanit;<br />
* [[Nambona's Revenge]] by Nambona890;<br />
* [http://namboner.com/myfilehostingshit/NambonasKaizoPack1-V1.2.bps Nambona's Kaizo Pack 1] by Nambona890;<br />
<br />
== Tools ==<br />
=== General ===<br />
* [https://github.com/VitorVilela7/SA1-Root SA-1 Root] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
* [https://github.com/VitorVilela7/SnesSpeedTest SnesSpeedTest] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
<br />
== Music ==<br />
=== Super Mario World ===<br />
* [https://www.dropbox.com/s/xdt6ao4lzctewse/%5BS%5D%20Mega%20Man%205%20-%20Wily%20Stage%20%2816-bit%29.zip?dl=0 Mega Man 5 - Wily Stage (Power Mario Version)] by [[User:Daizo_Dee_Von|Daizo Dee Von]].<br />
* [https://www.dropbox.com/s/amkqv6xzfm5kpck/%5BS%5D%20Silent%20Hill%202%20-%20True.zip?dl=0 Silent Hill 2 - True] by Scooter102089 & [[User:Daizo_Dee_Von|Daizo Dee Von]]<br />
<br />
==== [https://www.dropbox.com/sh/icsm6ltj3kesqgi/AAApte1jqQNoLu_Q-e2R2thqa?dl=0 Masterlink's Song Pack] ====<br />
Note: If any of these comes with <code>#amk 3</code> at the beginning, you can change it to <code>#amk 2</code> if you're using AddmusicK 1.0.8 or AddmusicKFF.<br />
<br><br />
<br><sup><u>[1]</u></sup> Compatible only with [https://www.atarismwc.com/amkff_releases/ AMKFF beta].<br />
<br><sup><u>[2]</u></sup> Incompatible with SMW.<br />
<br><br />
* Castlevania: Aria of Sorrow - Castle Corridor [Sampled]<br />
* Castlevania: Harmony of Dissonance - Chapel of Dissonance [Unsampled]<br />
* Castlevania: Legends - Highest Castle Floor (Stage 4) 16-bit Remix [Unsampled]<br />
* CUSTOM (Nox-Kixune) - Pirates [Sampled]<br />
* Donkey Kong Country - Mine Cart Madness [Sampled]<br />
* Donkey Kong Country 2: Diddy's Kong Quest - Boss Bossanova [Unsampled/Sampled]<br />
* Donkey Kong Country 2: Diddy's Kong Quest - Token Tango [Sampled]<br />
* Donkey Kong Land - Flooded Ruins [Sampled]<br />
* Elevator Action (GBA) - Stage 7 [Sampled]<br />
* Etrian Odyssey - Destruction Begets Decay (RS1 Style) [Sampled] <span style="color:gold"><big>'''NEW'''</big></span><br />
* Final Fantasy III - Priestess Aria [Sampled]<br />
* Final Fantasy V - A New World [Sampled]<br />
* Final Fantasy V - Clash on the Big Bridge [Sampled]<br />
* Final Fantasy VI - Kefka's Tower [Sampled]<br />
* Final Fantasy VI - Searching for Friends [Unsampled]<br />
* Final Fantasy VI - The Fierce Battle [Unsampled/Sampled]<br />
* Final Fantasy VII - Forested Temple [Unsampled]<br />
* Final Fantasy VII - Still More Fighting [Sampled]<br />
* Final Fantasy X - Silence Before the Storm [Sampled]<br />
* Ganbare Goemon 2 - Fortress [Sampled]<br />
* Golden Sun - Isaac's Battle Theme [Sampled]<br />
* Golden Sun - The Elemental Stars [Sampled]<br />
* Golden Sun, The Lost Age - Felix's Battle Theme [Sampled]<br />
* Kirby & The Amazing Mirror - Boss Battle [Sampled]<br />
* Kirby & The Amazing Mirror - Dark Mind's Second Form [Sampled] <br />
* Kirby & The Amazing Mirror - Fighting Dark Mind in the Sky [Sampled] <br />
* Kirby Dreamland 2 - Dark Castle [Unsampled]<br />
* Kirby Nightmare in Dreamland - Nightmare Battle (Final Boss) [Sampled]<br />
* Kirby Nightmare in Dreamland - Rainbow Resort [Sampled]<br />
* Magical Pop'n - Around the Castle [Unsampled]<br />
* Mario & Luigi: Super Star Saga - Beanbean Fields [Sampled]<br />
* Mario & Luigi: Super Star Saga - Bowser's Castle [Sampled]<br />
* Mario & Luigi: Super Star Saga - Hoohoo Village [Sampled]<br />
* Mega Man & Bass - Museum (Intro Stage) [Unsampled]<br />
* Mega Man Legends - At a Place Nobody Knows [Sampled]<br />
* Mega Man X - Armored Armadilo [Sampled]<br />
* Mega Man X2 - Absolute Zero [Sampled]<br />
* Mega Man X2 - Zero's Rebirth [Sampled]<br />
* Mega Man X3 - Blizzard Buffalo [Sampled]<br />
* Metal Slug 2 / X - Steel Beast 6Beets [Sampled]<br />
* Metal Slug 2 / X / 3 - First Contact [Sampled] <sup><u>[2]</u></sup><br />
* Mother 3 - Mr. Batty Twist [Sampled]<br />
* Pokémon Diamond / Pearl / Platinum - Battle! Champion [Sampled] <sup><u>[1]</u></sup> <sup><u>[2]</u></sup><br />
* Romancing SaGa 2 - Last Battle [Sampled]<br />
* Romancing SaGa 3 - Byunei's Nest [Unsampled]<br />
* Romancing SaGa 3 - Leonid's Castle [Unsampled]<br />
* Romancing SaGa 3 - Podorui/Podol [Unsampled]<br />
* Romancing SaGa 3 - The Last Battle [Sampled] <sup><u>[1]</u></sup><br />
* SaGa 2 - Dreadful Fight (RS3 Arrangement) [Sampled]<br />
* SaGa Frontier - Battle 2 [Sampled]<br />
* SaGa Frontier - Trick [Sampled] <sup><u>[1]</u></sup><br />
* Secret of Mana - Crystal Forest ~ A Wish [Unsampled]<br />
* Secret of Mana - Forest ~ Into the Thick of it [Sampled]<br />
* Secret of Mana - Ice Palace ~ Eight Ringing Bells [Sampled]<br />
* Secret of Mana - Kakkara Desert ~ Secret of the Arid Sands [Unsampled]<br />
* Secret of Mana - Pandora ~ Rose and Ghost [Sampled]<br />
* Secret of Mana - Sage Joch's Cave ~ The Legend [Unsampled]<br />
* Secret of Mana - Sunken Continent ~ Star of Darkness [Sampled]<br />
* Seiken Densetsu 3 (Trials of Mana) - Few Paths Forbidden [Unsampled]<br />
* Seiken Densetsu 3 (Trials of Mana) - Strange Medicine [Sampled]<br />
* Super Adventure Island II - Hiya-Hiya Island [Sampled] <br />
* Super Bomberman 2 - BGM 2 [Sampled]<br />
* Super Mario RPG - Fight Against an Armed Boss [Sampled]<br />
* Super Mario RPG - Fight Against Culex [Sampled]<br />
* Super Mario World - Title Screen (Beta Festive Remix) [Unsampled]<br />
* Tales of Phantasia - Biting Cold [Unsampled]<br />
* Wrecking Crew '98 - Title Screen [Sampled]<br />
* Xenogears - Faraway Promise [Sampled]<br />
* Zelda: Majora's Mask - Song of Healing [Sampled]<br />
* Zelda: Ocarina of Time/Majora's Mask - Goron City/Village [Sampled]<br />
<br />
==== [https://content.tcdw.net/Ports/ tcdw's AMK Song Collection] ====<br />
* Hourai Gakuen no Bouken (Entire OST)<br />
* Kirby: Nightmare in Dream Land - Forest Stages<br />
* Kurukuru Kururin - Ocean<br />
* Shizuku - Search<br />
* Spanky's Quest - Ruins<br />
<br />
==== Nambona890's Ports ====<br />
* [http://namboner.com/ports/Metal%20Masters%20-%20Metal%20Beat.zip Metal Masters - Metal Beat]<br />
* [http://namboner.com/ports/Cat%20Planet%20-%20Welcome%20to%20Cat%20Planet.zip Cat Planet - Welcome to Cat Planet]<br />
* [http://namboner.com/ports/Angry%20Video%20Game%20Nerd.zip Angry Video Game Nerd]<br />
* [http://namboner.com/ports/Azumanga%20Daioh%20Jingle.zip Azumanga Daioh Jingle]<br />
* [http://namboner.com/ports/Dig%20Dug.zip Dig Dug]<br />
* [http://namboner.com/ports/Doki%20Doki%20Literature%20Club%20-%20Dreams%20of%20Love%20and%20Literature.zip Doki Doki Literature Club - Dreams of Love and Literature]<br />
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Medivo.zip Jazz Jackrabbit - Medivo]<br />
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Tubelectric.zip Jazz Jackrabbit - Tubelectric]<br />
* [http://namboner.com/ports/Kaizo%203%20Bowser%20Recreation.zip Kaizo 3 Bowser Recreation]<br />
* [http://namboner.com/ports/Moskau%20Chorus.zip Moskau Chorus]<br />
* [http://namboner.com/ports/Super%20Mario%20Bros%203%20-%20Bowser%20(NES%20samples).zip Super Mario Bros 3 - Bowser (NES samples)]<br />
* [http://namboner.com/ports/Takeshi's%20Challenge.zip Takeshi's Challenge]<br />
* [http://namboner.com/ports/Tamagotchi%20-%20Smile%20Game.zip Tamagotchi (GB) - Smile Game]<br />
* [http://namboner.com/ports/tPORt%20-%20Graphic%20Conveyer.zip tPORt - Graphic Conveyer]<br />
* [http://namboner.com/ports/tPORt%20-%20Shuric%20Scan.zip tPORt - Shuric Scan]<br />
* [http://namboner.com/ports/algar%20-%20five.zip algar - five]<br />
* [http://namboner.com/ports/BlaZeon%20-%20Emergency%20Avoidance.zip BlaZeon - Emergency Avoidance]<br />
* [http://namboner.com/ports/Cerror%20-%20n-gen03.zip Cerror - n-gen#03]<br />
* [http://namboner.com/ports/Mr%20Death%20-%20Red%20velvet.zip Mr. Death - Red velvet]<br />
<br />
==== [https://drive.google.com/folderview?id=1yF21dsowr_RNx4jgqh3lwMOf8H7lY9EM KiloMinimo's Port Pack] ====<br />
Contents:<br />
* Aero Fighters - Boss Battle (Sampled) <br />
* Aero Fighters - Final Boss, Space (Sampled) <br />
* Desert Strike: Return to the Gulf - Bus Ride to Freedom (Unsampled) <br />
* Earthbound - The Deep Darkness (Sampled)<br />
<br />
==== [https://www.dropbox.com/sh/ytu6fbv2s2bx41r/AAAWKocAkRpq9GeH26eDGeJqa?dl=0 Wakana's incredibly flawed music matters] ====<br />
The pack contains the following ports:<br />
* Gubble 2 - Bizarre 2 [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Guilty Gear X2 - Holy Orders [S] <span style="color:gray">- Added in 25/11/2020</span><br />
* Sonic Mania - Studiopolis Act 1 [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Stardew Valley - Deep in the Woods [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Touhou 12 - Captain Murasa [U] <span style="color:gray">- Added in 25/11/2020</span><br />
* Touhou 12.7 - Magus Night [U] <span style="color:gray">- Added in 25/11/2020</span><br />
* Touhou 14 - Kobito of the Shining Needle [S] <span style="color:gray">- Added in 07/11/2020</span><br />
<span style="color:gray">For any issues, feedback, or anything about these, feel free to DM me in Discord or @ me in SnesLab Discord, thanks!</span><br />
<br />
==== Anas's Ports ====<br />
<br />
* [https://drive.google.com/file/d/1RvRTsuOVd-41tFoaEdca3KDwICzyN564/view?usp=sharing Eternal Heroines(修正版) - Romancing Kanon]<br />
== Graphics ==<br />
<br />
==== [https://www.dropbox.com/sh/uuh9adoimna5kno/AAACNHZnjmey2g1pJ31Y5diva?dl=0 Anorakun's Graphic Rips] ====<br />
<br />
'''''OBSERVATION: If any background uses bank 90-9F or A0-AF, probably you will receive some blank map 16 tiles in the background. To fix that, just replace the tiles 9000 or A000 with a transparent tile. It's very easy to do so and may not take even a minute. If a rip doesn't work, looks garbled or something like that, send me a DM in the Discord.'''''<br />
<br />
* 3 Ninjas Kick Back - [https://i.imgur.com/3Ri1u8S.png Stage 4 Zone 1 (Japanese Garden)];<br />
* ActRaiser - [https://i.imgur.com/0f2FVZN.png Bloodpool (Act 1)];<br />
* ActRaiser 2 - [https://i.imgur.com/IjSD6TG.png Modero];<br />
* Battle Mania: Daiginjou - [https://i.imgur.com/znw53tN.png Ghost Wail Temple ]; [https://i.imgur.com/4wvEUwP.png Temple Summit]; [https://i.imgur.com/xmoWCXu.png Underground Base];<br />
* [https://i.imgur.com/oF96RwP.png Asian Dragon (Made by No Body The Dragon)];<br />
* Castlevania III - [https://i.imgur.com/87DBcUC.png Flying Skeleton] (Giant Eerie replacement, redrawn by TheMorganah); [https://i.imgur.com/WsYM1BQ.png Medusa Head];<br />
* Castlevania: Circle of the Moon - [https://i.imgur.com/hoUEvkN.png Machine Tower];<br />
* Castlevania: Dracula X - [https://i.imgur.com/WAzaZyg.png Stage 1 - Burned City]; [https://i.imgur.com/kjs7NU7.png Stage 2 - Castle Entrance]; [https://i.imgur.com/JzLyRIC.png Stage 3 - Basement]; [https://i.imgur.com/9EZTRB6.png Stage 3 - Boss]; [https://i.imgur.com/WpvUrpO.png Stage 4 - Catacombs]; [https://i.imgur.com/c5iJiBB.png Stage 4' - Boss]; [https://i.imgur.com/XcezrI5.png Stage 5' - Aquatic Ruins]; [https://i.imgur.com/Hy0Aahh.png Stage 6 - Clock Tower Rooftops]<br />
* Castlevania : Harmony of Dissonance - [https://i.imgur.com/ihKDbD2.png Skeleton Cave A (Skeleton Glass Room)]; [https://i.imgur.com/IrGhJ0o.png Sky Walkway (First Room)];<br />
* Castlevania: Rondo of Blood - [https://i.imgur.com/N6STKbT.png Dracula]; Stage 2 - Bridge (Tileset) ([https://i.imgur.com/CGtPlX5.png Image 1] / [https://i.imgur.com/aKwpplU.png Image 2]); [https://i.imgur.com/W78mvPe.gif Stage 3 - Giant Candles]; [https://i.imgur.com/V42xkMZ.png Stage 8 - Throne Room];<br />
* Castlevania: Symphony of the Night - Long Library Entrance ( [https://i.imgur.com/qJ6zPIM.png image 1] / [https://i.imgur.com/u1DzDTw.png image 2] );<br />
* Chrono Trigger - [https://i.imgur.com/TQ4nx3z.png Death Peak];<br />
* Demon's Crest - [https://i.imgur.com/sbz0ozJ.png Ice Palace (Boss Room)];<br />
* Donkey Kong Country 3 Styled Sniper Scope (Drawn by TheMorganah, edited by Anorakun) - [https://i.imgur.com/tvPsFjO.png image 1]; [https://i.imgur.com/Qa27NLe.png image 2];<br />
* Dragon Ball: Advanced Adventure - [https://i.imgur.com/2AulpRR.png Island of Training (Sunset)];<br />
* Dragon Ball Z : Super Butouden 3 - [https://i.imgur.com/5wToSWP.png Sky (Sunset)];<br />
* Earthworm Jim 1 (SNES) - [https://i.imgur.com/uDFIyHG.png New Junk City];<br />
* Earthworm Jim 2 (SNES) - [https://i.imgur.com/SPNKAqx.png Inflated Head];<br />
* Final Fantasy V - [https://i.imgur.com/EEqFCZw.png Ancient Library (Battle Background)];<br />
* Ganbare Goemon 2 (Super Famicom) - [https://i.imgur.com/6ctdRrZ.png Former Site of Edo Castle]; [https://i.imgur.com/2Gzs9cR.png Goofy Woods]; [https://i.imgur.com/tEdLOXx.png Impenetrable Road]; [https://i.imgur.com/mkOarWy.png Kabuki Castle]; Kabuki Castle Tileset ([https://i.imgur.com/teHrTzd.png image 1] / [https://i.imgur.com/rozGk6S.png image 2] / [https://i.imgur.com/Y0b0U5P.png image 3] / [https://i.imgur.com/9f5tOrs.png image 4]); [https://i.imgur.com/McxOXHm.png Kokeshi (Wooden Dolls)];[https://i.imgur.com/BdJGbFI.png Log Bridge Road]; [https://i.imgur.com/yYJ47ZV.png Oyuki Mountain]; [https://i.imgur.com/GvxdKSe.png Samurai Woods]; [https://i.imgur.com/deQHEWk.png Virtual Hell 1]; [https://i.imgur.com/YnAmS8s.png Virtual Hell 2];<br />
* Ganbare Goemon 3 - Big Bathhouse ([https://i.imgur.com/9A8GbMD.png image 1] / [https://i.imgur.com/loe4mWx.png image 2] / [https://i.imgur.com/zbrCJkV.png image 3]); [https://i.imgur.com/LDvSFyh.png Iga Ninja Mansion]; [https://i.imgur.com/ESB9Ltu.png Mechanical Park]; [https://i.imgur.com/HahiuRV.png Walker Factory (Inside)]; Walker Factory (Outside) ([https://i.imgur.com/cr4GVyz.png image 1] / [https://i.imgur.com/Ej5loXv.png image 2]); <br />
* Ganbare Goemon 4 - [https://i.imgur.com/xBziCok.png Aquann Castle (Cavern)]; [https://i.imgur.com/HqfuANt.png Aquann Castle (Underwater)]; [https://i.imgur.com/dUwsRyl.gif Depths Lake] ; [https://i.imgur.com/BpFWMcb.png Desert Forest] ; [https://i.imgur.com/LDvPLc9.png Diver Ridge] ; [https://i.imgur.com/L3K6eGM.png Falling Car] ; [https://i.imgur.com/EApPcHB.png Foresce Castle (Cheerleader Section)]; [https://i.imgur.com/l5THscO.png Kickory Forest] ; [https://i.imgur.com/2EzM8cd.png Qubasa Castle (Baseball Scoreboard)]; [https://i.imgur.com/qKOy82C.png Qubasa Castle (Baseball Stadium)] ; [https://i.imgur.com/tTRsXK2.png Qubasa Castle (Soccer Field)]; Rocky Islands ([https://i.imgur.com/b7qsfQ0.png image 1] / [https://i.imgur.com/exeLnlS.png image 2] / [https://i.imgur.com/t4LYT2H.png image 3]); [https://i.imgur.com/rKD0Egm.png Snow Ravines]; [https://i.imgur.com/frnEDMP.png Sweah Castle (Alien Crowd)] ; [https://i.imgur.com/vlkHysC.png Sweah Castle (Brick Breaking Room)]; [https://i.imgur.com/DsqY0Sb.png Sweah Castle (Swordplay Training Room)] ; [https://i.imgur.com/zfKhU5W.png Water Road];<br />
* Ganbare Goemon Uchuu Kaizoku Akogingu - [https://i.imgur.com/wOxwApE.png Mt. Urala's Forest]; [https://i.imgur.com/60QfiYt.png Turtle Platforms]; [https://i.imgur.com/a8HiNyJ.png Golden and Silver Houses (Interior)]<br />
* Ganbare Goemon: Seikuushi Dynamites Arawaru - Mechanical Town ([https://i.imgur.com/PDEEEdM.png image 1] [https://i.imgur.com/TElSPbB.png image 2] [https://i.imgur.com/rVBfz9X.png image 3] [https://i.imgur.com/wVrmfKj.png image 4]);<br />
* Gekisou Sentai Carranger - [https://i.imgur.com/OYiiiap.png City];<br />
* Gokujou Parodius (SNES) - [https://i.imgur.com/76U671o.png Eliza and Neil] ; [https://i.imgur.com/XeQHCjK.png Princess Kaguya] ; [https://i.imgur.com/4NS6on2.png Shooting Memories; (Pentaro X Arena)]; [https://i.imgur.com/S9qQmse.png The Moon (Garden)];<br />
* Gunstar Heroes - [https://i.imgur.com/d8dAK2X.png Ancient Ruins] ; [https://i.imgur.com/V5g05BG.png Black's Base] ; [https://i.imgur.com/Quxi7HA.png Rescue Yellow];<br />
* Hagane - Rocket ( [https://i.imgur.com/eHgtVyv.png image 1] / [https://i.imgur.com/IZOXtiz.png image 2] / [https://i.imgur.com/8PzSak9.png image 3] / [https://i.imgur.com/0ITrVW7.png image 4]);<br />
* Illusion of Gaia - [https://i.imgur.com/3f08pLQ.png Dark Gaia];<br />
* Jikkyou Oshaberi Parodius (PSX) - [https://i.imgur.com/JX5ytIZ.png Dr. Warumon's Pig Ship]; [https://i.imgur.com/VhJTY6Q.png Fiesta Base (Outside the Temple)]; Gigantic! Hikaru and Akane ([https://i.imgur.com/JJuZL9w.png image 1] / [https://i.imgur.com/iclfsda.png image 2]); [https://i.imgur.com/VU5Cs8Z.png Goemon Compact Room];<br />
* Jikkyou Oshaberi Parodius (SNES) - [https://i.imgur.com/0A7Djh5.png Donburi Fields]; Dr. Mardock's Trash Ship ([https://i.imgur.com/SMXJzHA.png image 1] / [https://i.imgur.com/hNWsEcf.png image 2]); [https://i.imgur.com/AO74Xly.png Edo (Cookie Area)]; [https://i.imgur.com/8lBmpwq.png Edo (Japanese Garden)]; [https://i.imgur.com/4L2nZpV.png Edo (Kabuki Corridor)]; [https://i.imgur.com/FZ2SSRh.png Edo (Temple)]; [https://i.imgur.com/d4qWryK.png Edo (Tileset)]; [https://i.imgur.com/swjkgao.png Ghost Lady]; Gigantic! Hikaru and Akane ([https://i.imgur.com/czqF8Fy.png image 1] / [https://i.imgur.com/KoX9nqJ.png image 2]); [https://i.imgur.com/V5RBNKY.png Let's Play with the Master]; [https://i.imgur.com/niaDKbE.png School (Yard)]; [https://i.imgur.com/DrPv2MJ.png Temple Master];<br />
* Kirby's Dream Land 3 - [https://i.imgur.com/NkMAW5u.png Ripple Field (Sunset)];<br />
* [https://i.imgur.com/nnzoRRm.png Kitsune Koopa and Tanuki Goomba (made by No Body the Dragon)];<br />
* [https://i.imgur.com/d8Z2S3C.png Lamia (made by No Body the Dragon)];<br />
* Maui Mallard in Cold Shadow (SNES) - [https://i.imgur.com/D8UKOje.png Babaluau Baby]; [https://i.imgur.com/UnplwmT.png The Flying Duckman]; [https://i.imgur.com/iAGyDMc.png Mudrake Mayhem];<br />
* Mega Man & Bass - [https://i.imgur.com/6A88aNz.png Magic Man]; [https://i.imgur.com/FsgdvFf.png Tengu Man]<br />
* Mega Man 6 - [https://i.imgur.com/kNel04w.png Yamato Man] <br />
* Mega Man 7 - [https://i.imgur.com/mTt5OVV.png Burst Man (Final Section)]; [https://i.imgur.com/tPmj6k7.png Burst Man (First Section)]; [https://i.imgur.com/ktypBh2.png Dr. Wily Stage 1 (Inside)]; [https://i.imgur.com/9A8sg1P.png Freeze Man (Mountains)]; Freeze Man Tileset ([https://i.imgur.com/24dlO4Q.png Image 1] / [https://i.imgur.com/Ytnx1GO.png Image 2] );<br />
*Mega Man 8 - [https://i.imgur.com/XySONy1.png Frost Man (Night)];<br />
* Mega Man X2 - [https://i.imgur.com/Nfg3BT7.png Bubble Crab (Underwater Abyss)]; [https://i.imgur.com/KjfLTDg.png Crystal Snail]; [https://i.imgur.com/hj49ZDd.png Magna Centipede (X-Hunters Cutscene)];<br />
* Mega Man X3 - [https://i.imgur.com/X2hc7N2.png Ruins of Dr. Doppler Lab (Ending)]; [https://i.imgur.com/J2jQXgF.png Toxic Seahorse (Sewers)]; [https://i.imgur.com/XvX8xUb.png Toxic Seahorse (Water Barrage)]; [https://i.imgur.com/JSH6NaE.png Tunnel Rhino (Inside)];<br />
* Mystical Ninja - [https://i.imgur.com/PN0zUDE.png Horohoro Temple (Lower Half)]; [https://i.imgur.com/Be9rt97.png Horohoro Temple (Upper Half)]; Horohoro Temple Tileset ([https://i.imgur.com/ycj6pib.png image 1] / [https://i.imgur.com/rUmUi1u.png image 2] / [https://i.imgur.com/WV6PgsF.png image 3] / [https://i.imgur.com/1c1nmFB.png image 4] / [https://i.imgur.com/Bsj7kk0.png image 5] / [https://i.imgur.com/XdEmC8U.png image 6]); [https://i.imgur.com/aXCPQ8r.png Iga Ninja Mansion (Dungeon)]; [https://i.imgur.com/5ArLpxb.png Iga Ninja Mansion (Entrance)]; [https://i.imgur.com/prmW0en.png Iga Ninja Mansion (Mountains)]; [https://i.imgur.com/6s5IU81.png Otafuku Army Headquarters]; [https://i.imgur.com/Lv5S71o.png Otafuku Army Headquarters (Slot Machine Room)]; [https://i.imgur.com/UhTDOvO.png Ryukyu Palace (Underwater Tunnel)];<br />
* Ninja Warriors - [https://i.imgur.com/MGgLGb9.png Tank];<br />
* Osman (Arcade) - [https://i.imgur.com/43Tn8t5.png Red Sky];<br />
* Parodius Da! (SNES) - [https://i.imgur.com/Z1SgguV.png Cemetery]; [https://i.imgur.com/uwBWKyl.png Clouds and Bubbles]; [https://i.imgur.com/tg8nCDt.png Labyrinth (Boss Room)]; [https://i.imgur.com/SlK8Qmk.png Octo's Bad Hair Day]; [https://i.imgur.com/EShnbuy.png Pachinko];<br />
* Parodius Portable (MSX Remake) - [https://i.imgur.com/HZD452i.gif Mole];<br />
* Pokémon: Diamond / Pearl - [https://i.imgur.com/XDmOf75.png Dress-Up Room (Underwater)];<br />
* Quattro Arcade: Go! Dizzy Go! (Bootleg) - [https://i.imgur.com/KqXpmax.png Castle Walls] ; [https://i.imgur.com/fUYXVUs.png Mountains]; [https://i.imgur.com/3bZFhSA.png Woods];<br />
* [https://i.imgur.com/kKqIier.png Racing Mouse (made by No Body the Dragon)];<br />
* Romancing SaGa 3 - [https://i.imgur.com/mHrrOHA.png Magical Tank Battle (Magical Tanks)];<br />
* Rudra no Hihou - [https://i.imgur.com/hEe6rDU.png Mantra Peak (Night)];<br />
* [https://i.imgur.com/FPdrSg8.png Samurai Chuck (made by No Body the Dragon)];<br />
* Sexy Parodius - [https://i.imgur.com/eTqmrZc.png Dragon Palace]; [https://i.imgur.com/rAf7h9d.png Gigantic Medusa]; [https://i.imgur.com/3ujdgLR.gif Happy Coins];<br />
* [https://i.imgur.com/J8IpStH.png Shield Knight (made by No Body the Dragon)];<br />
* [https://i.imgur.com/cY2MtUG.png Shogun / Samurai Dry Bones and Bony Beetle (made by No Body the Dragon)];<br />
* Sonic 3 (Prototype) - [https://i.imgur.com/6rwBl2r.png Hydrocity Zone Act 1];<br />
* Sonic Advance 2 - [https://i.imgur.com/Cy543p5.png Ice Paradise];<br />
* Sonic Mania - [https://i.imgur.com/DOtslKP.png Press Garden Zone Act 2 (Lanterns)];<br />
* Sumo Wrestler (Made by No Body The Dragon) - ([https://i.imgur.com/BuZxOgT.png image 1] / [https://i.imgur.com/7MxXvdx.png image 2]);<br />
* Super Castlevania IV - [https://i.imgur.com/4Jn4Gfj.png Stage 7 - Art Gallery]; [https://i.imgur.com/Zqlkdpl.png Stage A - Clock Tower];<br />
* Super Paper Mario - Pit of 100 Trials (Made by edrobot) - ([https://i.imgur.com/4ce05sd.png image 1] / [https://i.imgur.com/VsLh3vn.png image 2]);<br />
* Super Valis IV - [https://i.imgur.com/EmtVSy5.png Babylon]; [https://i.imgur.com/6j2mrY6.png Castle Vanity]; [https://i.imgur.com/PzdYs1i.png Valhalla (Outside)]; [https://i.imgur.com/3Oztt3f.png Valhalla (Inside the Chapel)]; [https://i.imgur.com/i1AL8WV.png Vecanti];<br />
* Terranigma - [https://i.imgur.com/zpKg84x.png Hitoderon and Gossie];<br />
* The Legendary Stafy 2 - [https://i.imgur.com/Zn5fadC.png Stage 2-3 (Night)];<br />
* Treasure Hunter G - [https://i.imgur.com/2Or3sx3.png Aged Cave (Ferric Falcon)]; [https://i.imgur.com/QlYpvWr.png Mountains]<br />
* Trials of Mana - [https://i.imgur.com/SKfUOxk.png Chartmoon Tower]; [https://i.imgur.com/XMIV4uc.png Dark Castle (Exterior)];<br />
* Wario Land 3 - [https://i.imgur.com/5nQdvaK.png The Big Bridge];<br />
<br />
==== [http://www.mediafire.com/folder/28rdo0vn6zrid/SMW+Graphics Insanit's Graphics] ====<br />
<br />
* Geometry Dash - [https://imgur.com/RxG3Ulf Stereo Madness]<br />
* Super Mario World - [https://imgur.com/CxDJCb2 Giant Muncher]<br />
<br />
== ASM ==<br />
=== Patches: ===<br />
==== Super Mario World: ====<br />
* [https://github.com/TheLX5/Cappy Cappy] by lx5.<br />
* [https://github.com/TheLX5/Powerups Powerups Patch] by lx5.<br />
* [https://github.com/VitorVilela7/SA1-Pack SA-1 Pack] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
* [https://github.com/TheLX5/Star-Coins Star Coins] by lx5. (Unfinished)<br />
<br />
=== Sprites: ===<br />
==== Super Mario World: ====<br />
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Cosmic%20Clone Cosmic Clones] by lx5.<br />
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Fire%20Bones Fire Drybones] by lx5.<br />
* [https://www.mediafire.com/file/br28qgyk00dto2v/YILiftBetter.zip/file Yoshi's Island Lifts] by Carol, fixed and improved by Nambona890.<br />
* [http://www.mediafire.com/file/iaykyfak188iz2w/Giant_Thwomp.zip/file Giant Thwomp] by Imamelia, converted and updated by Insanit.<br />
* [http://www.mediafire.com/file/jtj9sx97pv4eod4/Giant_Bowser_Statue.zip/file Giant Bowser Statue] by Imamelia, converted and updated by Insanit.<br />
* [https://www.dropbox.com/s/j3n7rrebt8v0o43/SMB3%20Burner%20%28Edited%20a%20bit%29.zip?dl=0 SMB3 Burner] by lion, edited by Rykon-V73.<br />
* [https://www.dropbox.com/s/6h71c8q67moug5f/Mega%20Man%202%20Leaf%20Shield.zip?dl=0 Leaf Shield] by lion, based on original code by Carol.<br />
* [https://www.dropbox.com/s/pshhni7fia6vk5b/Fire%20Stalking%20Piranha%20Plant.zip?dl=0 Fire Stalking Piranha Plant] by lion.</div>AnasMario130https://sneslab.net/mw/index.php?title=Resource_List&diff=1916Resource List2021-06-04T22:15:10Z<p>AnasMario130: Added Eternal Heroines[修正版] - Romancing Kanon</p>
<hr />
<div>This page links to various resources developed by members of SNESLab until an official resource page is opened along with an uploader. For now, if you have stuff you want exclusive to SNESLab, feel free to link them here. If the list becomes bigger, separate pages may be required alongside here.<br />
<br />
'''Note: You may remove your own resources at any time.'''<br />
<br />
== ROM Hacks ==<br />
* P-switch: Nature's Unnatural Threat [To be released Summer C3 2021]<br />
<br />
=== Levels ===<br />
<br />
* [[Aerodynamics_City|Aerodynamics City]] by Anorakun;<br />
<br />
* [[Blackthorn_Remains|Blackthorn Remains]] by Anorakun;<br />
<br />
* [[Frigid_Garden_Panic|Frigid Garden Panic]] by Anorakun;<br />
<br />
=== Kaizo Hacks ===<br />
<br />
* [[Super_LSG_World|Super LSG World]] by Insanit;<br />
* [[The_Darkside_REMASTERED|The Darkside REMASTERED]] by Insanit;<br />
* [[Nambona's Revenge]] by Nambona890;<br />
* [http://namboner.com/myfilehostingshit/NambonasKaizoPack1-V1.2.bps Nambona's Kaizo Pack 1] by Nambona890;<br />
<br />
== Tools ==<br />
=== General ===<br />
* [https://github.com/VitorVilela7/SA1-Root SA-1 Root] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
* [https://github.com/VitorVilela7/SnesSpeedTest SnesSpeedTest] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
<br />
== Music ==<br />
=== Super Mario World ===<br />
* [https://www.dropbox.com/s/xdt6ao4lzctewse/%5BS%5D%20Mega%20Man%205%20-%20Wily%20Stage%20%2816-bit%29.zip?dl=0 Mega Man 5 - Wily Stage (Power Mario Version)] by [[User:Daizo_Dee_Von|Daizo Dee Von]].<br />
* [https://www.dropbox.com/s/amkqv6xzfm5kpck/%5BS%5D%20Silent%20Hill%202%20-%20True.zip?dl=0 Silent Hill 2 - True] by Scooter102089 & [[User:Daizo_Dee_Von|Daizo Dee Von]]<br />
<br />
==== [https://www.dropbox.com/sh/icsm6ltj3kesqgi/AAApte1jqQNoLu_Q-e2R2thqa?dl=0 Masterlink's Song Pack] ====<br />
Note: If any of these comes with <code>#amk 3</code> at the beginning, you can change it to <code>#amk 2</code> if you're using AddmusicK 1.0.8 or AddmusicKFF.<br />
<br><br />
<br><sup><u>[1]</u></sup> Compatible only with [https://www.atarismwc.com/amkff_releases/ AMKFF beta].<br />
<br><sup><u>[2]</u></sup> Incompatible with SMW.<br />
<br><br />
* Castlevania: Aria of Sorrow - Castle Corridor [Sampled]<br />
* Castlevania: Harmony of Dissonance - Chapel of Dissonance [Unsampled]<br />
* Castlevania: Legends - Highest Castle Floor (Stage 4) 16-bit Remix [Unsampled]<br />
* CUSTOM (Nox-Kixune) - Pirates [Sampled]<br />
* Donkey Kong Country - Mine Cart Madness [Sampled]<br />
* Donkey Kong Country 2: Diddy's Kong Quest - Boss Bossanova [Unsampled/Sampled]<br />
* Donkey Kong Country 2: Diddy's Kong Quest - Token Tango [Sampled]<br />
* Donkey Kong Land - Flooded Ruins [Sampled]<br />
* Elevator Action (GBA) - Stage 7 [Sampled]<br />
* Etrian Odyssey - Destruction Begets Decay (RS1 Style) [Sampled] <span style="color:gold"><big>'''NEW'''</big></span><br />
* Final Fantasy III - Priestess Aria [Sampled]<br />
* Final Fantasy V - A New World [Sampled]<br />
* Final Fantasy V - Clash on the Big Bridge [Sampled]<br />
* Final Fantasy VI - Kefka's Tower [Sampled]<br />
* Final Fantasy VI - Searching for Friends [Unsampled]<br />
* Final Fantasy VI - The Fierce Battle [Unsampled/Sampled]<br />
* Final Fantasy VII - Forested Temple [Unsampled]<br />
* Final Fantasy VII - Still More Fighting [Sampled]<br />
* Final Fantasy X - Silence Before the Storm [Sampled]<br />
* Ganbare Goemon 2 - Fortress [Sampled]<br />
* Golden Sun - Isaac's Battle Theme [Sampled]<br />
* Golden Sun - The Elemental Stars [Sampled]<br />
* Golden Sun, The Lost Age - Felix's Battle Theme [Sampled]<br />
* Kirby & The Amazing Mirror - Boss Battle [Sampled]<br />
* Kirby & The Amazing Mirror - Dark Mind's Second Form [Sampled] <br />
* Kirby & The Amazing Mirror - Fighting Dark Mind in the Sky [Sampled] <br />
* Kirby Dreamland 2 - Dark Castle [Unsampled]<br />
* Kirby Nightmare in Dreamland - Nightmare Battle (Final Boss) [Sampled]<br />
* Kirby Nightmare in Dreamland - Rainbow Resort [Sampled]<br />
* Magical Pop'n - Around the Castle [Unsampled]<br />
* Mario & Luigi: Super Star Saga - Beanbean Fields [Sampled]<br />
* Mario & Luigi: Super Star Saga - Bowser's Castle [Sampled]<br />
* Mario & Luigi: Super Star Saga - Hoohoo Village [Sampled]<br />
* Mega Man & Bass - Museum (Intro Stage) [Unsampled]<br />
* Mega Man Legends - At a Place Nobody Knows [Sampled]<br />
* Mega Man X - Armored Armadilo [Sampled]<br />
* Mega Man X2 - Absolute Zero [Sampled]<br />
* Mega Man X2 - Zero's Rebirth [Sampled]<br />
* Mega Man X3 - Blizzard Buffalo [Sampled]<br />
* Metal Slug 2 / X - Steel Beast 6Beets [Sampled]<br />
* Metal Slug 2 / X / 3 - First Contact [Sampled] <sup><u>[2]</u></sup><br />
* Mother 3 - Mr. Batty Twist [Sampled]<br />
* Pokémon Diamond / Pearl / Platinum - Battle! Champion [Sampled] <sup><u>[1]</u></sup> <sup><u>[2]</u></sup><br />
* Romancing SaGa 2 - Last Battle [Sampled]<br />
* Romancing SaGa 3 - Byunei's Nest [Unsampled]<br />
* Romancing SaGa 3 - Leonid's Castle [Unsampled]<br />
* Romancing SaGa 3 - Podorui/Podol [Unsampled]<br />
* Romancing SaGa 3 - The Last Battle [Sampled] <sup><u>[1]</u></sup><br />
* SaGa 2 - Dreadful Fight (RS3 Arrangement) [Sampled]<br />
* SaGa Frontier - Battle 2 [Sampled]<br />
* SaGa Frontier - Trick [Sampled] <sup><u>[1]</u></sup><br />
* Secret of Mana - Crystal Forest ~ A Wish [Unsampled]<br />
* Secret of Mana - Forest ~ Into the Thick of it [Sampled]<br />
* Secret of Mana - Ice Palace ~ Eight Ringing Bells [Sampled]<br />
* Secret of Mana - Kakkara Desert ~ Secret of the Arid Sands [Unsampled]<br />
* Secret of Mana - Pandora ~ Rose and Ghost [Sampled]<br />
* Secret of Mana - Sage Joch's Cave ~ The Legend [Unsampled]<br />
* Secret of Mana - Sunken Continent ~ Star of Darkness [Sampled]<br />
* Seiken Densetsu 3 (Trials of Mana) - Few Paths Forbidden [Unsampled]<br />
* Seiken Densetsu 3 (Trials of Mana) - Strange Medicine [Sampled]<br />
* Super Adventure Island II - Hiya-Hiya Island [Sampled] <br />
* Super Bomberman 2 - BGM 2 [Sampled]<br />
* Super Mario RPG - Fight Against an Armed Boss [Sampled]<br />
* Super Mario RPG - Fight Against Culex [Sampled]<br />
* Super Mario World - Title Screen (Beta Festive Remix) [Unsampled]<br />
* Tales of Phantasia - Biting Cold [Unsampled]<br />
* Wrecking Crew '98 - Title Screen [Sampled]<br />
* Xenogears - Faraway Promise [Sampled]<br />
* Zelda: Majora's Mask - Song of Healing [Sampled]<br />
* Zelda: Ocarina of Time/Majora's Mask - Goron City/Village [Sampled]<br />
<br />
==== [https://content.tcdw.net/Ports/ tcdw's AMK Song Collection] ====<br />
* Hourai Gakuen no Bouken (Entire OST)<br />
* Kirby: Nightmare in Dream Land - Forest Stages<br />
* Kurukuru Kururin - Ocean<br />
* Shizuku - Search<br />
* Spanky's Quest - Ruins<br />
<br />
==== Nambona890's Ports ====<br />
* [http://namboner.com/ports/Metal%20Masters%20-%20Metal%20Beat.zip Metal Masters - Metal Beat]<br />
* [http://namboner.com/ports/Cat%20Planet%20-%20Welcome%20to%20Cat%20Planet.zip Cat Planet - Welcome to Cat Planet]<br />
* [http://namboner.com/ports/Angry%20Video%20Game%20Nerd.zip Angry Video Game Nerd]<br />
* [http://namboner.com/ports/Azumanga%20Daioh%20Jingle.zip Azumanga Daioh Jingle]<br />
* [http://namboner.com/ports/Dig%20Dug.zip Dig Dug]<br />
* [http://namboner.com/ports/Doki%20Doki%20Literature%20Club%20-%20Dreams%20of%20Love%20and%20Literature.zip Doki Doki Literature Club - Dreams of Love and Literature]<br />
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Medivo.zip Jazz Jackrabbit - Medivo]<br />
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Tubelectric.zip Jazz Jackrabbit - Tubelectric]<br />
* [http://namboner.com/ports/Kaizo%203%20Bowser%20Recreation.zip Kaizo 3 Bowser Recreation]<br />
* [http://namboner.com/ports/Moskau%20Chorus.zip Moskau Chorus]<br />
* [http://namboner.com/ports/Super%20Mario%20Bros%203%20-%20Bowser%20(NES%20samples).zip Super Mario Bros 3 - Bowser (NES samples)]<br />
* [http://namboner.com/ports/Takeshi's%20Challenge.zip Takeshi's Challenge]<br />
* [http://namboner.com/ports/Tamagotchi%20-%20Smile%20Game.zip Tamagotchi (GB) - Smile Game]<br />
* [http://namboner.com/ports/tPORt%20-%20Graphic%20Conveyer.zip tPORt - Graphic Conveyer]<br />
* [http://namboner.com/ports/tPORt%20-%20Shuric%20Scan.zip tPORt - Shuric Scan]<br />
* [http://namboner.com/ports/algar%20-%20five.zip algar - five]<br />
* [http://namboner.com/ports/BlaZeon%20-%20Emergency%20Avoidance.zip BlaZeon - Emergency Avoidance]<br />
* [http://namboner.com/ports/Cerror%20-%20n-gen03.zip Cerror - n-gen#03]<br />
* [http://namboner.com/ports/Mr%20Death%20-%20Red%20velvet.zip Mr. Death - Red velvet]<br />
<br />
==== [https://drive.google.com/folderview?id=1yF21dsowr_RNx4jgqh3lwMOf8H7lY9EM KiloMinimo's Port Pack] ====<br />
Contents:<br />
* Aero Fighters - Boss Battle (Sampled) <br />
* Aero Fighters - Final Boss, Space (Sampled) <br />
* Desert Strike: Return to the Gulf - Bus Ride to Freedom (Unsampled) <br />
* Earthbound - The Deep Darkness (Sampled)<br />
<br />
==== [https://www.dropbox.com/sh/ytu6fbv2s2bx41r/AAAWKocAkRpq9GeH26eDGeJqa?dl=0 Wakana's incredibly flawed music matters] ====<br />
The pack contains the following ports:<br />
* Gubble 2 - Bizarre 2 [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Guilty Gear X2 - Holy Orders [S] <span style="color:gray">- Added in 25/11/2020</span><br />
* Sonic Mania - Studiopolis Act 1 [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Stardew Valley - Deep in the Woods [U] <span style="color:gray">- Added in 07/11/2020</span><br />
* Touhou 12 - Captain Murasa [U] <span style="color:gray">- Added in 25/11/2020</span><br />
* Touhou 12.7 - Magus Night [U] <span style="color:gray">- Added in 25/11/2020</span><br />
* Touhou 14 - Kobito of the Shining Needle [S] <span style="color:gray">- Added in 07/11/2020</span><br />
<span style="color:gray">For any issues, feedback, or anything about these, feel free to DM me in Discord or @ me in SnesLab Discord, thanks!</span><br />
<br />
==== Anas's Ports ====<br />
<br />
* [https://drive.google.com/file/d/1BoGN3KKYM37Om8q-eMW766UScuV8JfBT/view?usp=sharing Eternal Heroines(修正版) - Romancing Kanon]<br />
== Graphics ==<br />
<br />
==== [https://www.dropbox.com/sh/uuh9adoimna5kno/AAACNHZnjmey2g1pJ31Y5diva?dl=0 Anorakun's Graphic Rips] ====<br />
<br />
'''''OBSERVATION: If any background uses bank 90-9F or A0-AF, probably you will receive some blank map 16 tiles in the background. To fix that, just replace the tiles 9000 or A000 with a transparent tile. It's very easy to do so and may not take even a minute. If a rip doesn't work, looks garbled or something like that, send me a DM in the Discord.'''''<br />
<br />
* 3 Ninjas Kick Back - [https://i.imgur.com/3Ri1u8S.png Stage 4 Zone 1 (Japanese Garden)];<br />
* ActRaiser - [https://i.imgur.com/0f2FVZN.png Bloodpool (Act 1)];<br />
* ActRaiser 2 - [https://i.imgur.com/IjSD6TG.png Modero];<br />
* Battle Mania: Daiginjou - [https://i.imgur.com/znw53tN.png Ghost Wail Temple ]; [https://i.imgur.com/4wvEUwP.png Temple Summit]; [https://i.imgur.com/xmoWCXu.png Underground Base];<br />
* [https://i.imgur.com/oF96RwP.png Asian Dragon (Made by No Body The Dragon)];<br />
* Castlevania III - [https://i.imgur.com/87DBcUC.png Flying Skeleton] (Giant Eerie replacement, redrawn by TheMorganah); [https://i.imgur.com/WsYM1BQ.png Medusa Head];<br />
* Castlevania: Circle of the Moon - [https://i.imgur.com/hoUEvkN.png Machine Tower];<br />
* Castlevania: Dracula X - [https://i.imgur.com/WAzaZyg.png Stage 1 - Burned City]; [https://i.imgur.com/kjs7NU7.png Stage 2 - Castle Entrance]; [https://i.imgur.com/JzLyRIC.png Stage 3 - Basement]; [https://i.imgur.com/9EZTRB6.png Stage 3 - Boss]; [https://i.imgur.com/WpvUrpO.png Stage 4 - Catacombs]; [https://i.imgur.com/c5iJiBB.png Stage 4' - Boss]; [https://i.imgur.com/XcezrI5.png Stage 5' - Aquatic Ruins]; [https://i.imgur.com/Hy0Aahh.png Stage 6 - Clock Tower Rooftops]<br />
* Castlevania : Harmony of Dissonance - [https://i.imgur.com/ihKDbD2.png Skeleton Cave A (Skeleton Glass Room)]; [https://i.imgur.com/IrGhJ0o.png Sky Walkway (First Room)];<br />
* Castlevania: Rondo of Blood - [https://i.imgur.com/N6STKbT.png Dracula]; Stage 2 - Bridge (Tileset) ([https://i.imgur.com/CGtPlX5.png Image 1] / [https://i.imgur.com/aKwpplU.png Image 2]); [https://i.imgur.com/W78mvPe.gif Stage 3 - Giant Candles]; [https://i.imgur.com/V42xkMZ.png Stage 8 - Throne Room];<br />
* Castlevania: Symphony of the Night - Long Library Entrance ( [https://i.imgur.com/qJ6zPIM.png image 1] / [https://i.imgur.com/u1DzDTw.png image 2] );<br />
* Chrono Trigger - [https://i.imgur.com/TQ4nx3z.png Death Peak];<br />
* Demon's Crest - [https://i.imgur.com/sbz0ozJ.png Ice Palace (Boss Room)];<br />
* Donkey Kong Country 3 Styled Sniper Scope (Drawn by TheMorganah, edited by Anorakun) - [https://i.imgur.com/tvPsFjO.png image 1]; [https://i.imgur.com/Qa27NLe.png image 2];<br />
* Dragon Ball: Advanced Adventure - [https://i.imgur.com/2AulpRR.png Island of Training (Sunset)];<br />
* Dragon Ball Z : Super Butouden 3 - [https://i.imgur.com/5wToSWP.png Sky (Sunset)];<br />
* Earthworm Jim 1 (SNES) - [https://i.imgur.com/uDFIyHG.png New Junk City];<br />
* Earthworm Jim 2 (SNES) - [https://i.imgur.com/SPNKAqx.png Inflated Head];<br />
* Final Fantasy V - [https://i.imgur.com/EEqFCZw.png Ancient Library (Battle Background)];<br />
* Ganbare Goemon 2 (Super Famicom) - [https://i.imgur.com/6ctdRrZ.png Former Site of Edo Castle]; [https://i.imgur.com/2Gzs9cR.png Goofy Woods]; [https://i.imgur.com/tEdLOXx.png Impenetrable Road]; [https://i.imgur.com/mkOarWy.png Kabuki Castle]; Kabuki Castle Tileset ([https://i.imgur.com/teHrTzd.png image 1] / [https://i.imgur.com/rozGk6S.png image 2] / [https://i.imgur.com/Y0b0U5P.png image 3] / [https://i.imgur.com/9f5tOrs.png image 4]); [https://i.imgur.com/McxOXHm.png Kokeshi (Wooden Dolls)];[https://i.imgur.com/BdJGbFI.png Log Bridge Road]; [https://i.imgur.com/yYJ47ZV.png Oyuki Mountain]; [https://i.imgur.com/GvxdKSe.png Samurai Woods]; [https://i.imgur.com/deQHEWk.png Virtual Hell 1]; [https://i.imgur.com/YnAmS8s.png Virtual Hell 2];<br />
* Ganbare Goemon 3 - Big Bathhouse ([https://i.imgur.com/9A8GbMD.png image 1] / [https://i.imgur.com/loe4mWx.png image 2] / [https://i.imgur.com/zbrCJkV.png image 3]); [https://i.imgur.com/LDvSFyh.png Iga Ninja Mansion]; [https://i.imgur.com/ESB9Ltu.png Mechanical Park]; [https://i.imgur.com/HahiuRV.png Walker Factory (Inside)]; Walker Factory (Outside) ([https://i.imgur.com/cr4GVyz.png image 1] / [https://i.imgur.com/Ej5loXv.png image 2]); <br />
* Ganbare Goemon 4 - [https://i.imgur.com/xBziCok.png Aquann Castle (Cavern)]; [https://i.imgur.com/HqfuANt.png Aquann Castle (Underwater)]; [https://i.imgur.com/dUwsRyl.gif Depths Lake] ; [https://i.imgur.com/BpFWMcb.png Desert Forest] ; [https://i.imgur.com/LDvPLc9.png Diver Ridge] ; [https://i.imgur.com/L3K6eGM.png Falling Car] ; [https://i.imgur.com/EApPcHB.png Foresce Castle (Cheerleader Section)]; [https://i.imgur.com/l5THscO.png Kickory Forest] ; [https://i.imgur.com/2EzM8cd.png Qubasa Castle (Baseball Scoreboard)]; [https://i.imgur.com/qKOy82C.png Qubasa Castle (Baseball Stadium)] ; [https://i.imgur.com/tTRsXK2.png Qubasa Castle (Soccer Field)]; Rocky Islands ([https://i.imgur.com/b7qsfQ0.png image 1] / [https://i.imgur.com/exeLnlS.png image 2] / [https://i.imgur.com/t4LYT2H.png image 3]); [https://i.imgur.com/rKD0Egm.png Snow Ravines]; [https://i.imgur.com/frnEDMP.png Sweah Castle (Alien Crowd)] ; [https://i.imgur.com/vlkHysC.png Sweah Castle (Brick Breaking Room)]; [https://i.imgur.com/DsqY0Sb.png Sweah Castle (Swordplay Training Room)] ; [https://i.imgur.com/zfKhU5W.png Water Road];<br />
* Ganbare Goemon Uchuu Kaizoku Akogingu - [https://i.imgur.com/wOxwApE.png Mt. Urala's Forest]; [https://i.imgur.com/60QfiYt.png Turtle Platforms]; [https://i.imgur.com/a8HiNyJ.png Golden and Silver Houses (Interior)]<br />
* Ganbare Goemon: Seikuushi Dynamites Arawaru - Mechanical Town ([https://i.imgur.com/PDEEEdM.png image 1] [https://i.imgur.com/TElSPbB.png image 2] [https://i.imgur.com/rVBfz9X.png image 3] [https://i.imgur.com/wVrmfKj.png image 4]);<br />
* Gekisou Sentai Carranger - [https://i.imgur.com/OYiiiap.png City];<br />
* Gokujou Parodius (SNES) - [https://i.imgur.com/76U671o.png Eliza and Neil] ; [https://i.imgur.com/XeQHCjK.png Princess Kaguya] ; [https://i.imgur.com/4NS6on2.png Shooting Memories; (Pentaro X Arena)]; [https://i.imgur.com/S9qQmse.png The Moon (Garden)];<br />
* Gunstar Heroes - [https://i.imgur.com/d8dAK2X.png Ancient Ruins] ; [https://i.imgur.com/V5g05BG.png Black's Base] ; [https://i.imgur.com/Quxi7HA.png Rescue Yellow];<br />
* Hagane - Rocket ( [https://i.imgur.com/eHgtVyv.png image 1] / [https://i.imgur.com/IZOXtiz.png image 2] / [https://i.imgur.com/8PzSak9.png image 3] / [https://i.imgur.com/0ITrVW7.png image 4]);<br />
* Illusion of Gaia - [https://i.imgur.com/3f08pLQ.png Dark Gaia];<br />
* Jikkyou Oshaberi Parodius (PSX) - [https://i.imgur.com/JX5ytIZ.png Dr. Warumon's Pig Ship]; [https://i.imgur.com/VhJTY6Q.png Fiesta Base (Outside the Temple)]; Gigantic! Hikaru and Akane ([https://i.imgur.com/JJuZL9w.png image 1] / [https://i.imgur.com/iclfsda.png image 2]); [https://i.imgur.com/VU5Cs8Z.png Goemon Compact Room];<br />
* Jikkyou Oshaberi Parodius (SNES) - [https://i.imgur.com/0A7Djh5.png Donburi Fields]; Dr. Mardock's Trash Ship ([https://i.imgur.com/SMXJzHA.png image 1] / [https://i.imgur.com/hNWsEcf.png image 2]); [https://i.imgur.com/AO74Xly.png Edo (Cookie Area)]; [https://i.imgur.com/8lBmpwq.png Edo (Japanese Garden)]; [https://i.imgur.com/4L2nZpV.png Edo (Kabuki Corridor)]; [https://i.imgur.com/FZ2SSRh.png Edo (Temple)]; [https://i.imgur.com/d4qWryK.png Edo (Tileset)]; [https://i.imgur.com/swjkgao.png Ghost Lady]; Gigantic! Hikaru and Akane ([https://i.imgur.com/czqF8Fy.png image 1] / [https://i.imgur.com/KoX9nqJ.png image 2]); [https://i.imgur.com/V5RBNKY.png Let's Play with the Master]; [https://i.imgur.com/niaDKbE.png School (Yard)]; [https://i.imgur.com/DrPv2MJ.png Temple Master];<br />
* Kirby's Dream Land 3 - [https://i.imgur.com/NkMAW5u.png Ripple Field (Sunset)];<br />
* [https://i.imgur.com/nnzoRRm.png Kitsune Koopa and Tanuki Goomba (made by No Body the Dragon)];<br />
* [https://i.imgur.com/d8Z2S3C.png Lamia (made by No Body the Dragon)];<br />
* Maui Mallard in Cold Shadow (SNES) - [https://i.imgur.com/D8UKOje.png Babaluau Baby]; [https://i.imgur.com/UnplwmT.png The Flying Duckman]; [https://i.imgur.com/iAGyDMc.png Mudrake Mayhem];<br />
* Mega Man & Bass - [https://i.imgur.com/6A88aNz.png Magic Man]; [https://i.imgur.com/FsgdvFf.png Tengu Man]<br />
* Mega Man 6 - [https://i.imgur.com/kNel04w.png Yamato Man] <br />
* Mega Man 7 - [https://i.imgur.com/mTt5OVV.png Burst Man (Final Section)]; [https://i.imgur.com/tPmj6k7.png Burst Man (First Section)]; [https://i.imgur.com/ktypBh2.png Dr. Wily Stage 1 (Inside)]; [https://i.imgur.com/9A8sg1P.png Freeze Man (Mountains)]; Freeze Man Tileset ([https://i.imgur.com/24dlO4Q.png Image 1] / [https://i.imgur.com/Ytnx1GO.png Image 2] );<br />
*Mega Man 8 - [https://i.imgur.com/XySONy1.png Frost Man (Night)];<br />
* Mega Man X2 - [https://i.imgur.com/Nfg3BT7.png Bubble Crab (Underwater Abyss)]; [https://i.imgur.com/KjfLTDg.png Crystal Snail]; [https://i.imgur.com/hj49ZDd.png Magna Centipede (X-Hunters Cutscene)];<br />
* Mega Man X3 - [https://i.imgur.com/X2hc7N2.png Ruins of Dr. Doppler Lab (Ending)]; [https://i.imgur.com/J2jQXgF.png Toxic Seahorse (Sewers)]; [https://i.imgur.com/XvX8xUb.png Toxic Seahorse (Water Barrage)]; [https://i.imgur.com/JSH6NaE.png Tunnel Rhino (Inside)];<br />
* Mystical Ninja - [https://i.imgur.com/PN0zUDE.png Horohoro Temple (Lower Half)]; [https://i.imgur.com/Be9rt97.png Horohoro Temple (Upper Half)]; Horohoro Temple Tileset ([https://i.imgur.com/ycj6pib.png image 1] / [https://i.imgur.com/rUmUi1u.png image 2] / [https://i.imgur.com/WV6PgsF.png image 3] / [https://i.imgur.com/1c1nmFB.png image 4] / [https://i.imgur.com/Bsj7kk0.png image 5] / [https://i.imgur.com/XdEmC8U.png image 6]); [https://i.imgur.com/aXCPQ8r.png Iga Ninja Mansion (Dungeon)]; [https://i.imgur.com/5ArLpxb.png Iga Ninja Mansion (Entrance)]; [https://i.imgur.com/prmW0en.png Iga Ninja Mansion (Mountains)]; [https://i.imgur.com/6s5IU81.png Otafuku Army Headquarters]; [https://i.imgur.com/Lv5S71o.png Otafuku Army Headquarters (Slot Machine Room)]; [https://i.imgur.com/UhTDOvO.png Ryukyu Palace (Underwater Tunnel)];<br />
* Ninja Warriors - [https://i.imgur.com/MGgLGb9.png Tank];<br />
* Osman (Arcade) - [https://i.imgur.com/43Tn8t5.png Red Sky];<br />
* Parodius Da! (SNES) - [https://i.imgur.com/Z1SgguV.png Cemetery]; [https://i.imgur.com/uwBWKyl.png Clouds and Bubbles]; [https://i.imgur.com/tg8nCDt.png Labyrinth (Boss Room)]; [https://i.imgur.com/SlK8Qmk.png Octo's Bad Hair Day]; [https://i.imgur.com/EShnbuy.png Pachinko];<br />
* Parodius Portable (MSX Remake) - [https://i.imgur.com/HZD452i.gif Mole];<br />
* Pokémon: Diamond / Pearl - [https://i.imgur.com/XDmOf75.png Dress-Up Room (Underwater)];<br />
* Quattro Arcade: Go! Dizzy Go! (Bootleg) - [https://i.imgur.com/KqXpmax.png Castle Walls] ; [https://i.imgur.com/fUYXVUs.png Mountains]; [https://i.imgur.com/3bZFhSA.png Woods];<br />
* [https://i.imgur.com/kKqIier.png Racing Mouse (made by No Body the Dragon)];<br />
* Romancing SaGa 3 - [https://i.imgur.com/mHrrOHA.png Magical Tank Battle (Magical Tanks)];<br />
* Rudra no Hihou - [https://i.imgur.com/hEe6rDU.png Mantra Peak (Night)];<br />
* [https://i.imgur.com/FPdrSg8.png Samurai Chuck (made by No Body the Dragon)];<br />
* Sexy Parodius - [https://i.imgur.com/eTqmrZc.png Dragon Palace]; [https://i.imgur.com/rAf7h9d.png Gigantic Medusa]; [https://i.imgur.com/3ujdgLR.gif Happy Coins];<br />
* [https://i.imgur.com/J8IpStH.png Shield Knight (made by No Body the Dragon)];<br />
* [https://i.imgur.com/cY2MtUG.png Shogun / Samurai Dry Bones and Bony Beetle (made by No Body the Dragon)];<br />
* Sonic 3 (Prototype) - [https://i.imgur.com/6rwBl2r.png Hydrocity Zone Act 1];<br />
* Sonic Advance 2 - [https://i.imgur.com/Cy543p5.png Ice Paradise];<br />
* Sonic Mania - [https://i.imgur.com/DOtslKP.png Press Garden Zone Act 2 (Lanterns)];<br />
* Sumo Wrestler (Made by No Body The Dragon) - ([https://i.imgur.com/BuZxOgT.png image 1] / [https://i.imgur.com/7MxXvdx.png image 2]);<br />
* Super Castlevania IV - [https://i.imgur.com/4Jn4Gfj.png Stage 7 - Art Gallery]; [https://i.imgur.com/Zqlkdpl.png Stage A - Clock Tower];<br />
* Super Paper Mario - Pit of 100 Trials (Made by edrobot) - ([https://i.imgur.com/4ce05sd.png image 1] / [https://i.imgur.com/VsLh3vn.png image 2]);<br />
* Super Valis IV - [https://i.imgur.com/EmtVSy5.png Babylon]; [https://i.imgur.com/6j2mrY6.png Castle Vanity]; [https://i.imgur.com/PzdYs1i.png Valhalla (Outside)]; [https://i.imgur.com/3Oztt3f.png Valhalla (Inside the Chapel)]; [https://i.imgur.com/i1AL8WV.png Vecanti];<br />
* Terranigma - [https://i.imgur.com/zpKg84x.png Hitoderon and Gossie];<br />
* The Legendary Stafy 2 - [https://i.imgur.com/Zn5fadC.png Stage 2-3 (Night)];<br />
* Treasure Hunter G - [https://i.imgur.com/2Or3sx3.png Aged Cave (Ferric Falcon)]; [https://i.imgur.com/QlYpvWr.png Mountains]<br />
* Trials of Mana - [https://i.imgur.com/SKfUOxk.png Chartmoon Tower]; [https://i.imgur.com/XMIV4uc.png Dark Castle (Exterior)];<br />
* Wario Land 3 - [https://i.imgur.com/5nQdvaK.png The Big Bridge];<br />
<br />
==== [http://www.mediafire.com/folder/28rdo0vn6zrid/SMW+Graphics Insanit's Graphics] ====<br />
<br />
* Geometry Dash - [https://imgur.com/RxG3Ulf Stereo Madness]<br />
* Super Mario World - [https://imgur.com/CxDJCb2 Giant Muncher]<br />
<br />
== ASM ==<br />
=== Patches: ===<br />
==== Super Mario World: ====<br />
* [https://github.com/TheLX5/Cappy Cappy] by lx5.<br />
* [https://github.com/TheLX5/Powerups Powerups Patch] by lx5.<br />
* [https://github.com/VitorVilela7/SA1-Pack SA-1 Pack] by [[User:Vitor_Vilela|Vitor Vilela]].<br />
* [https://github.com/TheLX5/Star-Coins Star Coins] by lx5. (Unfinished)<br />
<br />
=== Sprites: ===<br />
==== Super Mario World: ====<br />
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Cosmic%20Clone Cosmic Clones] by lx5.<br />
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Fire%20Bones Fire Drybones] by lx5.<br />
* [https://www.mediafire.com/file/br28qgyk00dto2v/YILiftBetter.zip/file Yoshi's Island Lifts] by Carol, fixed and improved by Nambona890.<br />
* [http://www.mediafire.com/file/iaykyfak188iz2w/Giant_Thwomp.zip/file Giant Thwomp] by Imamelia, converted and updated by Insanit.<br />
* [http://www.mediafire.com/file/jtj9sx97pv4eod4/Giant_Bowser_Statue.zip/file Giant Bowser Statue] by Imamelia, converted and updated by Insanit.<br />
* [https://www.dropbox.com/s/j3n7rrebt8v0o43/SMB3%20Burner%20%28Edited%20a%20bit%29.zip?dl=0 SMB3 Burner] by lion, edited by Rykon-V73.<br />
* [https://www.dropbox.com/s/6h71c8q67moug5f/Mega%20Man%202%20Leaf%20Shield.zip?dl=0 Leaf Shield] by lion, based on original code by Carol.<br />
* [https://www.dropbox.com/s/pshhni7fia6vk5b/Fire%20Stalking%20Piranha%20Plant.zip?dl=0 Fire Stalking Piranha Plant] by lion.</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=1908Mode 02021-05-18T07:56:28Z<p>AnasMario130: Added note about usage with custom status bars</p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
''' ''IMPORTANT NOTE: It is recommended to use a different layer 3 (such as the [https://www.smwcentral.net/?p=section&a=details&id=2156 minimalist status bar]) or sprite (such as the [https://www.smwcentral.net/?p=section&a=details&id=24026 DKCR-styled status bar]) status bar or [https://www.smwcentral.net/?p=section&a=details&id=18862 remove the vanilla one entirely] as the vanilla one's IRQ will make tiles around that area look horribly glitched!'' '''<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
rtl<br />
<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!Freespace = $60 ; change it to something else if you're already using it<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
lda $9d<br />
ora $13d4|!base2<br />
bne freeze<br />
rep #$20<br />
inc $60<br />
lda $!Freespace<br />
sep #$20<br />
sta $2113 : xba : sta $2113<br />
freeze: rtl<br />
</pre><br />
<br />
'''Relative Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
lda #$22 ; translucency for layer 2<br />
sta $40<br />
rep #$20<br />
lda #%0001110100000010<br />
sta $212C<br />
sta $212E<br />
<br />
sep #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=1686Mode 02021-02-16T16:56:46Z<p>AnasMario130: Changed the sentence about the sprite layer not being affected and added the word 'relative' in 'Relative Camera-Based Scrolling Layer 4' for better clarity</p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
rtl<br />
<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!Freespace = $60 ; change it to something else if you're already using it<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
lda $9d<br />
ora $13d4|!base2<br />
bne freeze<br />
rep #$20<br />
inc $60<br />
lda $!Freespace<br />
sep #$20<br />
sta $2113 : xba : sta $2113<br />
freeze: rtl<br />
</pre><br />
<br />
'''Relative Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
lda #$22 ; translucency for layer 2<br />
sta $40<br />
rep #$20<br />
lda #%0001110100000010<br />
sta $212C<br />
sta $212E<br />
<br />
sep #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=1685Mode 02021-02-16T16:54:48Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
rtl<br />
<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!Freespace = $60 ; change it to something else if you're already using it<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
lda $9d<br />
ora $13d4|!base2<br />
bne freeze<br />
rep #$20<br />
inc $60<br />
lda $!Freespace<br />
sep #$20<br />
sta $2113 : xba : sta $2113<br />
freeze: rtl<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
lda #$22 ; translucency for layer 2<br />
sta $40<br />
rep #$20<br />
lda #%0001110100000010<br />
sta $212C<br />
sta $212E<br />
<br />
sep #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=1176Mode 02020-06-11T16:52:13Z<p>AnasMario130: Made the freespace in the second code a define</p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so no worries about your sprites!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
rtl<br />
<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!Freespace = $60 ; change it to something else if you're already using it<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
lda $9d<br />
ora $13d4|!base2<br />
bne freeze<br />
rep #$20<br />
inc $60<br />
lda $!Freespace<br />
sep #$20<br />
sta $2113 : xba : sta $2113<br />
freeze: rtl<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
lda #$22 ; translucency for layer 2<br />
sta $40<br />
rep #$20<br />
lda #%0001110100000010<br />
sta $212C<br />
sta $212E<br />
<br />
sep #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=1175Mode 02020-06-11T16:50:32Z<p>AnasMario130: Replaced registers with their respective mirrors, thus making it compatible with the SMB3 and minimalist status bars now!</p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so no worries about your sprites!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
rtl<br />
<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
lda $9d<br />
ora $13d4|!base2<br />
bne freeze<br />
rep #$20<br />
inc $60<br />
lda $60<br />
sep #$20<br />
sta $2113 : xba : sta $2113<br />
freeze: rtl<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $0D9D|!base2<br />
LDA #$0E : STA $0D9E|!base2<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $24 : XBA : STA $24<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
lda #$22 ; translucency for layer 2<br />
sta $40<br />
rep #$20<br />
lda #%0001110100000010<br />
sta $212C<br />
sta $212E<br />
<br />
sep #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=1171Mode 02020-05-12T11:51:32Z<p>AnasMario130: Added a citation to the first section of this page.</p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots (citation needed).<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so no worries about your sprites!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[An SMW Central Production|ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
lda $9d<br />
ora $13d4|!base2<br />
bne freeze<br />
rep #$20<br />
inc $60<br />
lda $60<br />
sep #$20<br />
sta $2113 : xba : sta $2113<br />
freeze: rtl<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
lda #$22 ; translucency for layer 2<br />
sta $40<br />
rep #$20<br />
lda #%0001110100000010<br />
sta $212C<br />
sta $212E<br />
<br />
sep #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=1067Mode 02019-12-28T18:25:34Z<p>AnasMario130: Added layer 2 translucency code and fixed the three given codes</p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so no worries about your sprites!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
main:<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
lda $9d<br />
ora $13d4|!base2<br />
bne freeze<br />
rep #$20<br />
inc $60<br />
lda $60<br />
sep #$20<br />
sta $2113 : xba : sta $2113<br />
freeze: rtl<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Bugs so far:'''<br />
# Layer 2 translucency doesn't work when set in LM. It must be done manually with this code under the '''init:''' label without an RTL at the end (the code for layer 3 is still unknown for now):<br />
<br />
<pre><br />
lda #$22 ; translucency for layer 2<br />
sta $40<br />
rep #$20<br />
lda #%0001110100000010<br />
sta $212C<br />
sta $212E<br />
<br />
sep #$20<br />
</pre><br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=992Mode 02019-11-25T19:10:22Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so no worries about your sprites!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
More interestingly, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
In [[Super Mario World]], the tilemap distribution is different-- FG1 occupies tiles 0-FF, FG2 occupies tiles 100-1FF, BG1 occupies tiles 200-2FF, and FG3 occupies tiles 300-3FF.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=991Mode 02019-11-25T18:58:22Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
'''Thankfully, the first drawback does ''not'' apply on the sprite layer, so no worries about your sprites!'''<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
== First Tileset: Cave ==<br />
<br />
https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|tileset.gif]]<br />
A GIF of the cave tileset as well as the animations<br />
<br />
[[File:pipesnbones.png|pipesnbones.png]]<br />
A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset<br />
<br />
== Second Tileset: Ghost Ship ==<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|ghostship.gif]]<br />
A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ<br />
<br />
[[File:ghostiles.png|ghostiles.png]]<br />
The map16 of the ghost ship tileset, now with the correct palette!<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:<br />
<br />
[[File:arrangement.gif|arrangement.gif]]<br />
The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405<br />
<br />
[[File:garbled.png|garbled.png]]<br />
The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out<br />
<br />
== ExAnimation Tile Explanation ==<br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
== First Example for ExAnimation ==<br />
<br />
We wanna animate the ?-block. How will we do it?<br />
<br />
'''1.''' First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
For our example, the ?-block's final destination is at (60/2=)30. If we were to put 60 instead, the final destination would be at (60*2=)C0, which is not what we want.<br />
<br />
'''2.''' For the ?-block you might expect the animation type to be '''4 8x8s: line, but that is completely wrong!''' Since the frames are condensed in 8x8 tiles under the 8x8 Tile Editor window, it should be '''''2'' 8x8s: line''' instead. Refer to the ExAnimation tile explanation section for the ?-block and the 8x8 Tile Editor. The correct tiles to be input in the ExAnimation window are '''780, 790, 7A0, and 7B0''' and the type should be '''2 8x8s: line'''.<br />
<br />
[[File:input.png]]<br />
<br />
<br />
'''Result!'''<br />
<br />
[[File:result.gif]]<br />
<br />
Now, you just got your first 2bpp 0 animation set up! '''The same procedure goes for layer 3 ExAninimated tiles, except that you can directly put in your destination file (from 0x1C00-0x1DFF)!'''<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=File:result.gif&diff=990File:result.gif2019-11-25T18:52:13Z<p>AnasMario130: </p>
<hr />
<div></div>AnasMario130https://sneslab.net/mw/index.php?title=File:input.png&diff=989File:input.png2019-11-25T18:44:48Z<p>AnasMario130: </p>
<hr />
<div></div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=988Mode 02019-11-25T18:22:35Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
<br />
'''Second Tileset: Ghost Ship'''<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]<br />
<br />
[[File:ghostiles.png|The map16 of the ghost ship tileset, now with the correct palette!]]<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed(that is, 16x16 divided by 2 equals 8x8) with the gaps cut out if arranged as follows:<br />
<br />
[[File:arrangement.gif|The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405]]<br />
<br />
[[File:garbled.png|The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out]]<br />
<br />
'''ExAnimation tile explanation''' <br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
'''First example:''' We wanna animate the ?-block. How will we do it?<br />
<br />
1. First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window '''must be divided by 2 in hex''', otherwise the destination will not be as expected. So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get 75. Put 75 instead in the destination tile text box.<br />
<br />
2. <br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=987Mode 02019-11-25T18:06:02Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
<br />
'''Second Tileset: Ghost Ship'''<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]<br />
<br />
[[File:ghostiles.png|The map16 of the ghost ship tileset, now with the correct palette!]]<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed(that is, 16x16 divided by 2 equals 8x8) with the gaps cut out if arranged as follows:<br />
<br />
[[File:arrangement.gif|The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405]]<br />
<br />
[[File:garbled.png|The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out]]<br />
<br />
'''ExAnimation tile explanation:''' <br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=986Mode 02019-11-25T17:54:23Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
<br />
'''Second Tileset: Ghost Ship'''<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]<br />
<br />
[[File:ghostiles.png|The map16 of the ghost ship tileset, now with the correct palette!]]<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed(that is, 16x16 divided by 2 equals 8x8) with the gaps cut out if arranged as follows:<br />
<br />
[[File:arrangement.gif|The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405]]<br />
<br />
[[File:garbled.png|The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out]]<br />
<br />
'''ExAnimation tile explanation:''' <br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
<br />
784-785: Used brown block<br />
<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
<br />
786-787, 796-797: Boo animation 1<br />
<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
<br />
7CC-7CD, 7DC-7DD: Muncher<br />
<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=985Mode 02019-11-25T17:53:09Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
<br />
'''Second Tileset: Ghost Ship'''<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]<br />
<br />
[[File:ghostiles.png|The map16 of the ghost ship tileset, now with the correct palette!]]<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed(that is, 16x16 divided by 2 equals 8x8) with the gaps cut out if arranged as follows:<br />
<br />
[[File:arrangement.gif|The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405]]<br />
<br />
[[File:garbled.png|The actual rendering of the tiles, starting from 0x780 and ending at 0X7FF, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out]]<br />
<br />
'''ExAnimation tile explanation:''' <br />
<br />
780-781, 790-791, 7A0-7A1, 7B0-7B1: ?-block<br />
782-783, 792-793, 7A2-7A3, 7B2-7B3: Coin<br />
784-785: Used brown block<br />
794-795, 7A4-7A5, 7B4-7B5, 7C4-7C5: Turning turnblock<br />
786-787, 796-797: Boo animation 1<br />
7A6-7A7, 7B6-7B7: Boo animation 2<br />
7C0-7C1, 7D0-7D1, 7E0-7E1, 7F0-7F1: Note block<br />
7CA-7CB, 7DA-7DB, 7EA-7EB, 7FA-7FB: Seaweed animation 1<br />
7CC-7CD, 7DC-7DD: Muncher<br />
7CE-7CF, 7DE-7DF, 7EE-7EF, 7FE-7FF: Seaweed animation 2<br />
<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=File:arrangement.gif&diff=984File:arrangement.gif2019-11-25T17:34:20Z<p>AnasMario130: AnasMario130 uploaded a new version of File:arrangement.gif</p>
<hr />
<div></div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=983Mode 02019-11-25T17:29:51Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
<br />
'''Second Tileset: Ghost Ship'''<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]<br />
<br />
[[File:ghostiles.png|The map16 of the ghost ship tileset, now with the correct palette!]]<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is halved (that is, 16x16 divided by 2 equals 8x8) with the gaps cut out if arranged as follows:<br />
<br />
[[File:arrangement.gif|The recommended arrangement for your ExAnimation frames for better understanding of Mode 0 ExAnimation. Here, the AN2 file is ExGFX405]]<br />
<br />
[[File:garbled.png|The actual rendering of the tiles, starting from 0x780, in the 8x8 Tile Editor window. As explained earlier, the gaps from the above screenshot of ExGFX405, are cut out]]<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=File:garbled.png&diff=982File:garbled.png2019-11-25T17:26:49Z<p>AnasMario130: </p>
<hr />
<div></div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=981Mode 02019-11-25T17:15:48Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|frame|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|1000x1000px|thumb|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
<br />
'''Second Tileset: Ghost Ship'''<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|frame|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]<br />
<br />
[[File:ghostiles.png|1000x1000px|thumb|The map16 of the ghost ship tileset, now with the correct palette!]]<br />
<br />
<br />
== ExAnimation in Mode 0 levels ==<br />
<br />
ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance. The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is halved (that is, 16x16 divided by 2 equals 8x8) with the gaps cut out if arranged as follows:<br />
<br />
[[File:arrangement.gif|thumb|The recommended arrangement for your ExAnimation frames. Here, the AN2 file is ExGFX405]]<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=File:arrangement.gif&diff=980File:arrangement.gif2019-11-25T17:08:23Z<p>AnasMario130: </p>
<hr />
<div></div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=977Mode 02019-11-24T19:05:52Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|frame|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|1000x1000px|thumb|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
<br />
'''Second Tileset: Ghost Ship'''<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|frame|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]<br />
<br />
[[File:ghostiles.png|1000x1000px|thumb|The map16 of the ghost ship tileset, now with the correct palette!]]<br />
<br />
'''<br />
== TO BE CONTINUED... (ExAnimation in Mode 0 levels) ==<br />
'''<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=975Mode 02019-11-24T19:00:37Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|frame|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|1000x1000px|thumb|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
<br />
'''Second Tileset: Ghost Ship'''<br />
<br />
Link: https://cdn.discordapp.com/attachments/334352091340472340/648226959477964816/ghostship.zip<br />
<br />
[[File:ghostship.gif|frame|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]<br />
<br />
[[File:ghostiles.png|1000x1000px|thumb|The map16 of the ghost ship tileset, now with the correct palette!]]<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=File:ghostiles.png&diff=974File:ghostiles.png2019-11-24T18:58:33Z<p>AnasMario130: </p>
<hr />
<div></div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=973Mode 02019-11-24T18:51:03Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|frame|left|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|1000x1000px|thumb|left|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
<br />
<br />
[[File:ghostship.gif|frame|left|A GIF of the tileset in action with all layers being shown individually later on in the GIF; recorded with LiceCAP on ZMZ]]<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=File:ghostship.gif&diff=972File:ghostship.gif2019-11-24T18:48:02Z<p>AnasMario130: </p>
<hr />
<div></div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=971Mode 02019-11-24T17:37:58Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|frame|left|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
[[File:pipesnbones.png|1000x1000px|thumb|left|A picture of the map16 data included in template.zip. Discolored tiles are from the ghost ship tileset]]<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=File:pipesnbones.png&diff=970File:pipesnbones.png2019-11-24T17:36:58Z<p>AnasMario130: AnasMario130 uploaded a new version of File:pipesnbones.png</p>
<hr />
<div></div>AnasMario130https://sneslab.net/mw/index.php?title=File:pipesnbones.png&diff=969File:pipesnbones.png2019-11-24T17:29:10Z<p>AnasMario130: </p>
<hr />
<div></div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=968Mode 02019-11-24T17:27:54Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Press Ctrl+F7 on a level to change Lunar Magic's graphics viewer mode to 2bpp. <br />
<br />
'''3.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): https://cdn.discordapp.com/attachments/334352091340472340/648173302530965504/template.zip<br />
<br />
[[File:tileset.gif|frame|left|A GIF of the cave tileset as well as the animations]]<br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=File:map16.png&diff=967File:map16.png2019-11-24T17:27:04Z<p>AnasMario130: AnasMario130 uploaded a new version of File:map16.png</p>
<hr />
<div>A picture of the map16 file included in the template .zip</div>AnasMario130https://sneslab.net/mw/index.php?title=File:map16.png&diff=966File:map16.png2019-11-24T17:26:22Z<p>AnasMario130: AnasMario130 uploaded a new version of File:map16.png</p>
<hr />
<div>A picture of the map16 file included in the template .zip</div>AnasMario130https://sneslab.net/mw/index.php?title=File:map16.png&diff=963File:map16.png2019-11-24T14:28:00Z<p>AnasMario130: </p>
<hr />
<div>A picture of the map16 file included in the template .zip</div>AnasMario130https://sneslab.net/mw/index.php?title=File:tileset.gif&diff=962File:tileset.gif2019-11-24T13:59:39Z<p>AnasMario130: </p>
<hr />
<div>The tileset and animations.</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=961Mode 02019-11-24T13:46:08Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''1. First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs, if possible, and cross them out respectively.<br />
<br />
'''2.''' Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by [[AnasMario130]] (includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.): <br />
<br />
<br />
<br />
[[Category:SNES Hardware]]</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=709Mode 02019-09-21T20:48:45Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
'''First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:'''<br />
<br />
<br />
'''Stationary Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
init:<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
RTL<br />
</pre><br />
<br />
'''Automatically-Scrolling Layer 4''', by [[LMPuny]]<br />
<br />
<pre><br />
!base1 = $0000<br />
!base2 = $0000<br />
<br />
if read1($00FFD5) == $23<br />
sa1rom<br />
!base1 = $3000<br />
!base2 = $6000<br />
endif<br />
<br />
!FreeRAM = $60<br />
<br />
init:<br />
stz !FreeRAM<br />
stz !FreeRAM+1<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
'''Camera-Based Scrolling Layer 4''', by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn't show up at all<br />
<br />
<pre><br />
init:<br />
<br />
LDA #$51 : STA $2109<br />
LDA #$59 : STA $210A<br />
LDA #$44 : STA $210C<br />
STZ $3E<br />
<br />
LDA #$11 : STA $212C : STA $212E<br />
LDA #$0E : STA $212D : STA $212F<br />
<br />
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20<br />
STA $2112 : XBA : STA $2112<br />
<br />
REP #$20 : LDA $24<br />
CLC : ADC #$0070 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
<br />
<br />
main:<br />
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4<br />
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20<br />
STA $2113 : XBA : STA $2113<br />
<br />
; Layer 4 V-Scroll = Layer 3 V-Scroll<br />
REP #$20 : LDA $24 : SEP #$20<br />
STA $2114 : XBA : STA $2114<br />
RTL<br />
</pre><br />
<br />
Bugs so far: <br />
# Layer 2/3 translucency doesn't work when set in LM.<br />
# The 2nd layer 4 code doesn't seem to initialize the layer 4 BG's position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section's. A workaround to this would be swapping their priorities around in LM's Layer 3 Tilemap Editor using the '''Priority --''' tab. More on that later.<br />
<br />
Please make a fix to these two bugs and cross them out respectively if possible.</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=708Mode 02019-09-21T20:22:16Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
<br />
== How to Use Mode 0 in Super Mario World ==<br />
<br />
First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:<br />
<br />
'''Stationary Layer 4'''</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=707Mode 02019-09-21T19:54:12Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny's work-in-progress [https://www.smwcentral.net/?p=viewthread&t=92319 SUPER MARIO BROS. Returns], idol and Katrina's Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]'s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&event=video_description&v=14HgxKkaF5s&q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue's Fort].<br />
<br />
<br />
== Palette and Tilemap Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have '''eight''' rows' worth of<br />
graphics instead of the usual four.<br />
<br />
<br />
== How to Use Mode 0 in Super Mario World ==</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=706Mode 02019-09-21T19:25:29Z<p>AnasMario130: </p>
<hr />
<div>'''What is Mode 0?'''<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
'''== Palette and Tilemap Distribution =='''<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB.</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=705Mode 02019-09-21T19:17:37Z<p>AnasMario130: </p>
<hr />
<div>'''== What is Mode 0? =='''<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Applications of Mode 0 ==<br />
<br />
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi's Island]], S.O.S., and [[Earthbound]].<br />
<br />
'''== Palette and Tilemap Distribution =='''<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for the tilemap, it is 2bpp, but the size must be 4 KB.</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=704Mode 02019-09-21T19:06:30Z<p>AnasMario130: </p>
<hr />
<div>== What is Mode 0? ==<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.<br />
<br />
== Palette and Graphics Distribution ==<br />
<br />
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.<br />
<br />
As for graphics, a GFX file for Mode 0 is 4 KB, but the g</div>AnasMario130https://sneslab.net/mw/index.php?title=Mode_0&diff=703Mode 02019-09-21T18:59:32Z<p>AnasMario130: Created page with "What is Mode 0? Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are tw..."</p>
<hr />
<div>What is Mode 0?<br />
<br />
Mode 0 is the first mode on the SNES, characterized by its offer of '''four''' layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.</div>AnasMario130