Dynamic Z
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.
Features
- Dynamic Sprite Support: Sprites that uploads their graphics to the VRAM when they need allowing unlimited number of frames.
- Shared Dynamic Sprite Support: Dynamic Sprites but each copy of the sprite shares graphics then doesn't have limitation of number.
- Semi Dynamic Sprite Support: Regular Sprites that uploads all their graphics to the VRAM when they are spawned on the level, each copy of the sprite use the same space in VRAM.
- Giant Dynamic Sprite Support: Very Big Dynamic Sprites. Any that fits in 48 16x16 tiles or less.
- Graphics Change on the fly: Can change GFXs in game by code.
- Tilemap Change on the fly: Can change Tilemaps of any layer in game by code.
- Color Palette Change on the fly: Can change color palettes in game by code.
- Block Changer: Allows to change several blocks, this allows to modify terrain of Layer 1 or Layer 2.
- DMA Mirror: Includes a Ram Address that mirrors register $420B and can be used to do DMA transfers.
- SA1's Widescreen: Makes easier to use the widescreen of SA1 pack, every 6~7 scanlines killed Dynamic Z allows 8 16x16 tiles more to use in Dynamic sprites or Graphics Change. Only Available if ROM uses SA1.
Optional Features
- Player Features: Can change graphics or color palettes of player on the fly, allowing Custom Players, the size is defined by the user but bigger player = less dynamic sprites. Also in vanilla case optimize player routine to save a lot of cycles during NMI. Not Compatible with resources that change things of the player like 8x8 tiles DMAer or 32x32 player (New version will be compatible with LX5's Custom Power Ups).
- 50% More Mode: if it is activate, status bar, podoboos and most of minor DMA, then is possible to send 50% more data by DMA, that means 50% more Dynamic Sprites or graphics changes. Not compatible with resources that changes things with Status Bar.
Dynamic Z vs DSX
DSX | Dynamic Z | |
---|---|---|
Number of Dynamic Sprites | 4 of 32x32, 1 of 64x64 | Any number of sprites while it fits on the designed space. By default allows 32 16x16 tiles. |
Frame Rate | 60 FPS | 30 or 60 FPS, if you use 30 FPS sprites you can use more dynamic sprites. |
Performance | Requires a buffer to sort the data before transfer it to VRAM wasting a lot of cycles. | Send data directly to VRAM and only transfer data when is needed saving a lot of cycles on NMI, It doesn't require a buffer then doesn't waste cycles fitting graphics on the buffer. |
Sizes | 32x32 or 64x64, do others sizes is possible but harder. | Any if it fits on the designed space. |
VRAM Options | Only allows to fit Dynamic Sprites on SP4 Second Half | User can define where fit Dynamic Sprites, Default address can be changed on the patch, address can be changed in game by code. |
Shared Dynamic Sprites | No | Allows Dynamic Sprites that shares graphics on VRAM, Shared Dynamic Sprites doesn't have limitations of number. |
Semi-Dynamic Sprites | No | Normal sprites that when are spawned on the stage, they upload all their graphics to VRAM. |
Giant-Dynamic Sprites | No | Very Big Dynamic Sprite, (Max Size any that use a space in vram of 48 tiles). |
Auto-Defragmentation of VRAM | No | When a Dynamic sprite is spawned, it clears reserved space of unused slots and compress space on VRAM. |
Instalation
Without SA-1
- Insert Dynamic Z as any other patch.
With SA-1
- Open a Clear ROM with Lunar Magic.
- Expand Rom (if you want to use a lot of Dynamic Sprites i recommend 4mb)
- Open "sa1.asm" and change this to 0:
!DSX = 1 ; Put 0 if you want to turn off legacy (Dynamic Sprites) patch support. ; (as anoni's Dynamic Z should obsolete it soon.)
- Insert SA-1.
- Insert Dynamic Z as any other Patch.
Installing Dynamic Z's Library and Defines
Pixi
- Run "Dynamic Z Pixi Installer.exe". This will generate a define file in "./asm/ExtraDefines", that can be used by any other Dynamic Sprite. If you want to do it manually, just copy the file "DynamicZDefines.asm" and put it on "./asm/ExtraDefines".
Uber asm patch
Under Construction
Uber asm Tool
Under Construction
GPS
Under Construction
Overworld Sprite Tool
Under Construction
Inserting Graphics and Tilemaps
Dynamic Z includes a tool to insert graphics or tilemaps on the ROM using freedata and allows to resources get them with just a macro. This system is specially useful for resources that uses more than 1 BNK, I recommend use it always for any resource because freecode is better keep them just for code and freedata for graphics and tilemaps.
- Put graphics or tilemaps on DynamicExGFX folder.
- Open "resourcelist.txt". It will look like this:
PIXI: .Normal .Cluster .Extended OTHER:
For Normal, Clusters or Extended Sprites, write the name of the sprite on the correct label.
Example:
PIXI: .Normal klaptrap klump piranha plant .Cluster DKC butterfly DKC fish .Extended OTHER:
For other resources write the complete path after label OTHER.
Example:
PIXI: .Normal klaptrap klump piranha plant .Cluster DKC butterfly DKC fish .Extended OTHER: ./blocks/block that change GFX when is touched.asm ./level/awesome uberasm.asm
- Run "GFX and Tilemap Inserter.exe".
- Insert resources.
Using Normal Dynamic Sprites with the New System
if the sprite is 60FPS, it must be inserted on lunar magic as any other sprite. if the sprite is 30FPS, The highest 2 bits of Extra Byte 1 requires on of this 3 values.
- 00: Automatically assign if It uploads graphics to vram on even or odd frames.
- 01: It uploads graphics to VRAM only in odd frames.
- 02: It uploads graphics to VRAM only in even frames.
By default use always 00 for this, 01 and 02 are used if you want to do GFX or Tilemap Changes and use Dynamic Sprites without flickering, for that you can do that dynamic sprites use only odd frames and upload GFX or Tilemaps in Even Frames.
Library
Dynamic Z includes severals routines and macros to help developers. Some of them can be used on any resource and others are exclusive for Dynamic Sprites.
Global Library
Routines
UNDER CONSTRUCTION
Macros
UNDER CONSTRUCTION
Dynamic Sprites Library
Routines
!ClearSlot | Clear slots of Dynamic Sprites that are not used and start VRAM Defragmentation to use less space. It is recommended to use when a Dynamic Sprite dies. |
Macros
Macro | Description | Parameters | Return |
---|---|---|---|
FindSpace | Check if the VRAM space assigned to the sprite is valid or not, also if is required moves the sprite to other VRAM space to defragment their graphics. |
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Carry Set if VRAM space assigned to the sprite is valid. |
CheckSlot | Use !ClearSlot and then find a valid slot and assign it to the sprite, also assign its VRAM space. |
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Sprite is deleted if don't find a valid slot. |
CheckSlotNormalSprite | Check Slot but for Normal Sprites, it assumes that ExtraByte is used for FrameRateMode. |
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Sprite is deleted if don't find a valid slot. The sprite can be respawned later. |
GFXTabDef | Generates the define !GraphicsTable, used to find GFX inserted with GFX and Tilemap Inserter. |
|
None |
GFXDef | Generates a define !GFX<offset> (for example !GFX00) that haves the address of the gfx. |
|
None |
DynamicRoutine | Fill tables of VRAM DMA Mirrors to uploads graphics. |
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None |
CheckEvenOrOdd | Is used to syncronize Dynamic routine with Animation routine in 30 FPS Dynamic sprites. |
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Z flag is 0 if lowest bit of DZ.Timer is equal to FrameRateMode. 1 if lowest bit of DZ.Timer is different to FrameRateMode |
GetVramDisp | Get the tile offset, this is used on the Graphic routine to Remap OAM Tiles to the space used by the Dynamic Sprite |
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A = Offset |
GetVramDispDynamicRoutine | Similar to GetVramDisp but for Dynamic Routine |
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A = Offset |
RemapOamTile | Remap OAM Tile to the space used by the Dynamic Sprite on the Graphic Routine |
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A = Remapped OAM Tile. |