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  • ...lossless data compression format, used by [[Super Mario Kart]] to compress graphics and other data. The LZ5 compression format is a slight enhancement of the [ You can use the LZ5 compression to mainly compress graphics and data. Technically you can compress anything with this format.
    2 KB (363 words) - 19:50, 24 March 2023
  • This is the location and allocation of graphics and tilemap resources used by [[Super Mario World]] on the VRAM, depending The format was introduced by smkdan for allowing two more graphics slots and by reducing the L1/L2 tilemap to 512x256.
    3 KB (389 words) - 21:24, 18 April 2021
  • * Graphics routine
    1 KB (196 words) - 20:08, 20 July 2019
  • ...evelopment starting around 2006. It is most widely known for having custom graphics, bosses, gimmicks, and such taken from other games. [[File:Devil King Mario.png|thumb|Opening Cutscene, graphics from ''Super Street Fighter II'']]
    4 KB (593 words) - 21:18, 16 July 2023
  • ...d plane that trades height for depth. Thus, an impression of 3-dimensional graphics is achieved. ...can be scaled and rotated. The [[Game Boy Advance]] and [[Nintendo DS]] 2D graphics hardware have scaling and rotation for traditional tiled backgrounds in its
    6 KB (900 words) - 15:15, 27 December 2023
  • ...dynamic load management system whose purpose is to support the transfer of graphics and color palettes to the VRAM and CGRAM respectively. This system would re *Load Graphics to VRAM.
    14 KB (2,223 words) - 14:28, 3 February 2024
  • * '''Dynamic Sprite Support:''' Sprites that uploads their graphics to the [[VRAM]] when they need allowing unlimited number of frames. ...amic Sprite Support:''' Dynamic Sprites but each copy of the sprite shares graphics then doesn't have limitation of number.
    16 KB (2,477 words) - 05:04, 16 July 2023
  • * Offers enhanced bitmap and arithmetic capabilities for better graphics performance.
    1 KB (187 words) - 16:15, 1 December 2019
  • ** (DMA) Used for uploading the player graphics.
    1 KB (233 words) - 06:36, 16 July 2023
  • The SNES [[PPU]] and NES PPU use very similar concepts for displaying graphics. This article will summarize some important differences and similarities, a ...cartridge. VRAM contains the tilemaps used for backgrounds as well as the graphics data for background tiles and sprite tiles. You can decide how much VRAM to
    4 KB (658 words) - 12:23, 18 December 2023
  • ...and crafts style to stand on its own. The game makes use of the Super FX2 graphics chip (one of only four commercially-released SNES games to do so), which al ...fied by a graphic editor. It can then be used to recompress and insert the graphics back into the ROM.
    7 KB (1,124 words) - 20:58, 14 June 2023
  • ...e level-editor for various 8/16-bit console games, supports editing common graphics and map formats, applying assembly patches, applying [[IPS patch|IPS]]/BPS
    2 KB (227 words) - 18:46, 23 November 2022
  • A Dynamic Sprite is a Sprite that loads its own graphics into the VRAM (Video Memory of the Super Nintendo). This allows the sprite ...ly 64 kb of memory to be used for both level graphics, tilemaps and sprite graphics. If we consider the space that is only destined for sprites (Sprite Pages),
    17 KB (3,047 words) - 22:20, 16 January 2024
  • ...BG modes are used to specify the number of layers, the color depth of the graphics and some effect avaliable. There are 8 different BG modes. The BG mode is
    2 KB (272 words) - 03:58, 11 July 2023
  • Use second graphics page - If checked, the sprite will load its graphics from SP3/SP4 instead of SP1/SP2
    5 KB (817 words) - 01:52, 15 March 2023
  • ...oYa. You can edit levels, overworld, title screen, credits, text boxes and graphics, among a lot of misc. things.
    2 KB (223 words) - 18:12, 8 July 2023
  • Much like any other sprite, the player (Mario or Luigi) requires different graphics to be shown, so that vivid animation can be emulated. SMW does this by maki
    2 KB (341 words) - 02:26, 15 March 2023
  • == Graphics == ==== [http://www.mediafire.com/folder/28rdo0vn6zrid/SMW+Graphics Insanit's Graphics] ====
    13 KB (1,929 words) - 08:19, 5 May 2024
  • ...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 graphics instead of the usual four.
    9 KB (1,466 words) - 01:11, 29 December 2023
  • * Helped with SMW Central Graphics Remoderation back in 2015. ...3 YUMP2] with 1 level, the title screen logo, and sausage groove overworld graphics on July 4th 2020.
    8 KB (1,200 words) - 03:50, 14 April 2024
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