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Dynamic Z: Difference between revisions
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Dynamic Z is a patch for [[Super Mario World]] that allows performing a variety of actions during [[V-Blank]]. It was made by [[User:anonimzwx|anonimzwx]]. Dynamic Z is meant to be a replacement for [[DSX]] as both allow coding dynamic sprites. | |||
Dynamic Z | Dynamic Z does not require a buffer for coding dynamic sprites, which significantly reduces the slowdown caused by these type of sprites. Additionally, it can create sprites with a 30FPS animation synchronized with each other; this allows having twice as many dynamic sprites on-screen compared to DSX. | ||
== Features == | |||
* Graphic changes | * Graphic changes | ||
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* Color palette and graphic changes on the player | * Color palette and graphic changes on the player | ||
* Tile changes | * Tile changes | ||
* Support for Dynamic, Semi-Dynamic and Giga-Dynamic sprites | * Support for Dynamic, Semi-Dynamic and Giga-Dynamic sprites | ||
* A special DMA mode which grants 50% more transfer capacity by removing the game's original DMA code | * A special DMA mode, which grants 50% more transfer capacity by removing the game's original DMA code | ||
* Player DMA optimizations that gives more time during NMI and slightly curbs slowdown | * Player DMA optimizations that gives more time during NMI and slightly curbs slowdown | ||
* Compatibility with | * Compatibility with DSX sprites |
Revision as of 23:46, 19 May 2019
Dynamic Z is a patch for Super Mario World that allows performing a variety of actions during V-Blank. It was made by anonimzwx. Dynamic Z is meant to be a replacement for DSX as both allow coding dynamic sprites.
Dynamic Z does not require a buffer for coding dynamic sprites, which significantly reduces the slowdown caused by these type of sprites. Additionally, it can create sprites with a 30FPS animation synchronized with each other; this allows having twice as many dynamic sprites on-screen compared to DSX.
Features
- Graphic changes
- Color palette changes
- Color palette and graphic changes on the player
- Tile changes
- Support for Dynamic, Semi-Dynamic and Giga-Dynamic sprites
- A special DMA mode, which grants 50% more transfer capacity by removing the game's original DMA code
- Player DMA optimizations that gives more time during NMI and slightly curbs slowdown
- Compatibility with DSX sprites