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TheLX5 edited this page Feb 27, 2021 · 14 revisions

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Sprite ExGFX usage & info

This table contains information the tile usage and buffer cost of each sprite alongside with the ExGFX slot(s) they use.

If a sprite has N/A in their ExGFX, Tiles and Buffer cost columns it means that it isn't using DSS.

Buffer cost means how many ExGFX uses and there's only 8 buffers available at any given time. If you try to load a lot of different sprites at once you will run out of buffers and graphics will begin overwritting themselves before they're even uploaded to VRAM! This shouldn't be an issue during normal gameplay, but it will surely be an actual issue on level load or boss rooms.

Sprite ExGFX ID Tiles Buffer cost
00 Green Koopa no shell D02 5 1
01 Red Koopa no shell D02 5 1
02 Blue Koopa no shell D03 5 1
03 Yellow Koopa no shell D02 5 1
04 Green Koopa D00 5 1
05 Red Koopa D00 5 1
06 Blue Koopa D00 5 1
07 Yellow Koopa D00 5 1
08 Green Koopa flying left D00 5 1
09 Green bouncing Koopa D00 5 1
0A Red vertical flying Koopa D00 5 1
0B Red horizontal flying Koopa D00 5 1
0C Yellow Koopa with wings D00 5 1
0D Bob-omb D0B 2 1
0E Keyhole D71 1 1
0F Goomba D04 2 1
10 Bouncing Goomba with wings D04 2 1
11 Buzzy Beetle D13 5 1
12 Unused N/A N/A N/A
13 Spiny D08 3 1
14 Spiny falling D08 3 1
15 Fish, horizontal D07 4 1
16 Fish, vertical D07 4 1
17 Fish, created from generator D07 4 1
18 Surface jumping fish D07 4 1
19 Display text from level Message Box #1 N/A N/A N/A
1A Classic Piranha Plant D05,D1A 3 2
1B Bouncing football in place D11 1 1
1C Bullet Bill D12 4 1
1D Hopping flame D14 3 1
1E Lakitu D09 5 1
1F Magikoopa D2C,D2D 6 2
20 Magikoopa's magic D2D 1 1
21 Moving coin N/A N/A N/A
22 Green vertical net Koopa D30 10 1
23 Red vertical net Koopa D30 10 1
24 Green horizontal net Koopa D30 10 1
25 Red horizontal net Koopa D30 10 1
26 Thwomp D2A 4 1
27 Thwimp D2B 1 1
28 Big Boo D3E 17 1
29 Koopa Kid N/A N/A N/A
2A Upside down Piranha Plant D05,D1A 3 2
2B Sumo Brother's fire lightning D23 1 1
2C Yoshi egg D67 3 1
2D Baby green Yoshi N/A N/A N/A
2E Spike Top D16 6 1
2F Portable spring board D57 1 1
30 Dry Bones, throws bones D26,D27,D28 10 3
31 Bony Beetle D25,D27 8 2
32 Dry Bones, stay on ledge D26,D27 8 2
33 Fireball D6C 1 1
34 Boss fireball N/A N/A N/A
35 Green Yoshi N/A N/A N/A
36 Unused N/A N/A N/A
37 Boo D3C 6 1
38 Eerie D3B 2 1
39 Eerie, wave motion D3B 2 1
3A Urchin, fixed D4F 5 1
3B Urchin, wall detect D4F 5 1
3C Urchin, wall follow D4F 5 1
3D Rip Van Fish D4A 5 1
3E POW D73 2 1
3F Para-Goomba D0E 2 1
40 Para-Bomb D0F 2 1
41 Dolphin, horizontal D4B 6 1
42 Dolphin2, horizontal D4B 6 1
43 Dolphin, vertical D4C 2 1
44 Torpedo Ted D4D,D4E 5 2
45 Directional coins N/A N/A N/A
46 Diggin' Chuck D40,D41,D43 24 3
47 Swimming/Jumping fish D07 4 1
48 Diggin' Chuck's rock D44 2 1
49 Growing/shrinking pipe end D15 2 1
4A Goal Point Question Sphere D56 1 1
4B Pipe dwelling Lakitu D09 5 1
4C Exploding Block N/A N/A N/A
4D Ground dwelling Monty Mole D21 5 1
4E Ledge dwelling Monty Mole D21 5 1
4F Jumping Piranha Plant D05,D06 3 2
50 Jumping Piranha Plant, spit fire D05,D06 3 2
51 Ninji D1B 2 1
52 Moving ledge hole in ghost house D6E 2 1
53 Throw block sprite N/A N/A N/A
54 Climbing net door D33 8 1
55 Checkerboard platform, horizontal D65 3 1
56 Flying rock platform, horizontal D53 4 1
57 Checkerboard platform, vertical D65 3 1
58 Flying rock platform, vertical D53 4 1
59 Turn block bridge, horizontal and vertical N/A N/A N/A
5A Turn block bridge, horizontal N/A N/A N/A
5B Brown platform floating in water D62 3 1
5C Checkerboard platform that falls D65 3 1
5D Orange platform floating in water D54 4 1
5E Orange platform, goes on forever D54 4 1
5F Brown platform on a chain D62 3 1
60 Flat green switch palace switch N/A N/A N/A
61 Floating skulls D19 2 1
62 Brown platform, line-guided D62 3 1
63 Checker/brown platform, line-guided D62 or D65 3 1
64 Rope mechanism, line-guided D47,D45 5 2
65 Chainsaw, line-guided D46,D45 5 2
66 Upside down chainsaw, line-guided D46,D45 5 2
67 Grinder, line-guided D34 2 1
68 Fuzz ball, line-guided D48 1 1
69 Unused N/A N/A N/A
6A Coin game cloud D64 1 1
6B Spring board, left wall N/A N/A N/A
6C Spring board, right wall N/A N/A N/A
6D Invisible solid block N/A N/A N/A
6E Dino Rhino D5D,D5F 21 2
6F Dino Torch D5E,D5F 13 2
70 Pokey D1F 2 1
71 Super Koopa, red cape D51 7 1
72 Super Koopa, yellow cape D51 7 1
73 Super Koopa, feather D51 7 1
74 Mushroom DE0 1 1
75 Flower DE1 1 1
76 Star DE3 1 1
77 Feather DE2 1 1
78 1-Up DE0 1 1
79 Growing Vine D05 2 1
7A Firework N/A N/A N/A
7B Goal Point D72 1 1
7C Princess Peach N/A N/A N/A
7D Balloon DE4 1 1
7E Flying Red coin D6F 1 1
7F Flying yellow 1-Up DE0 1 1
80 Key D70 1 1
81 Changing item from translucent block DE0,DE1,DE2,DE3 4 4
82 Bonus game sprite DFE,DE0,DE1,DE3 4 4
83 Left flying question block N/A N/A N/A
84 Flying question block N/A N/A N/A
85 Unused (Pretty sure) N/A N/A N/A
86 Wiggler D0D,D0A 5 2
87 Lakitu's cloud N/A N/A N/A
88 Unused (Winged cage sprite) N/A N/A N/A
89 Layer 3 smash N/A N/A N/A
8A Bird from Yoshi's house N/A N/A N/A
8B Puff of smoke from Yoshi's house N/A N/A N/A
8C Fireplace smoke/exit from side screen N/A N/A N/A
8D Ghost house exit sign and door N/A N/A N/A
8E Invisible "Warp Hole" blocks N/A N/A N/A
8F Scale platforms D52 1 1
90 Large green gas bubble D6D 8 1
91 Chargin' Chuck D41,D40 17 2
92 Splittin' Chuck D41,D40 17 2
93 Bouncin' Chuck D41,D40 17 2
94 Whistlin' Chuck D41,D40 17 2
95 Clapin' Chuck D41,D40 17 2
96 Unused (Chargin' Chuck clone) D41,D40 17 2
97 Puntin' Chuck D42,D41,D40 24 1
98 Pitchin' Chuck D42,D41,D40 24 1
99 Volcano Lotus D1E 3 1
9A Sumo Brother D22 11 1
9B Hammer Brother D59 3 1
9C Flying blocks for Hammer Brother N/A N/A N/A
9D Bubble with sprite D0C,D0A and D04,D07,D0B or ,DE0 3 3
9E Ball and Chain D2E 2 1
9F Banzai Bill D1D 12 1
A0 Activates Bowser scene N/A N/A N/A
A1 Bowser's bowling ball N/A N/A N/A
A2 MechaKoopa D60 9 1
A3 Grey platform on chain D62 3 1
A4 Floating Spike ball D55 2 1
A5 Fuzzball/Sparky, ground-guided D32 1 1
A6 HotHead, ground-guided D31 3 1
A7 Iggy's ball N/A N/A N/A
A8 Blargg D18 8 1
A9 Reznor N/A N/A N/A
AA Fishbone D29 3 1
AB Rex D20 6 1
AC Wooden Spike, moving down and up D35 2 1
AD Wooden Spike, moving up/down first D35 2 1
AE Fishin' Boo D3F 5 1
AF Boo Block D3D 2 1
B0 Reflecting stream of Boo Buddies D3C 6 1
B1 Creating/Eating block N/A N/A N/A
B2 Falling Spike D3A 1 1
B3 Bowser statue fireball D37 1 1
B4 Grinder, non-line-guided D34 2 1
B5 Sinking fireball used in boss battles N/A N/A N/A
B6 Reflecting fireball D38 1 1
B7 Carrot Top lift, upper right D5B 3 1
B8 Carrot Top lift, upper left D5B 3 1
B9 Info Box D74 1 1
BA Timed lift D5C 3 1
BB Grey moving castle block D2F 4 1
BC Bowser statue D36 4 1
BD Sliding Koopa without a shell D03 4 1
BE Swooper bat D17 3 1
BF Mega Mole D1C 8 1
C0 Grey platform on lava D53 4 1
C1 Flying grey turnblocks N/A N/A N/A
C2 Blurp fish D49 2 1
C3 Porcu-Puffer fish D50 5 1
C4 Grey platform that falls D62 3 1
C5 Big Boo Boss D3E 17 1
C6 Dark room with spot light D58 8 1
C7 Invisible mushroom N/A N/A N/A
C8 Light switch block for dark room N/A N/A N/A
C9 Bullet Bill shooter D12 4 1
CA Torpedo Launcher D4E 2 1
CB Eerie, generator D3B 2 1
CC Para-Goomba, generator D0F 2 1
CD Para-Bomb, generator D0F 2 1
CE Para-Bomb and Para-Goomba, generator D10 2 1
CF Dolphin, left, generator D4B 6 1
D0 Dolphin, right, generator D4B 6 1
D1 Jumping fish, generator D07 4 1
D2 Turn off generator 2 (sprite E5) N/A N/A N/A
D3 Super Koopa, generator D51 7 1
D4 Bubble with Goomba and Bob-omb, generator D0C 1 1
D5 Bullet Bill, generator D12 4 1
D6 Bullet Bill surrounded, generator D12 4 1
D7 Bullet Bill diagonal, generator D12 4 1
D8 Bowser statue fire breath, generator N/A N/A N/A
D9 Turn off standard generators N/A N/A N/A
DA Green Koopa shell D01 3 1
DB Red Koopa shell D01 3 1
DC Blue Koopa shell D01 3 1
DD Yellow Koopa shell D01 3 1
DE Group of 5 eeries, wave motion D3B 2 1
DF Green bouncing Koopa shell D01 3 1
E0 3 platforms on chains D62 3 1
E1 Ghost ceiling D3C 6 1
E2 Boo Buddies, counter clockwise D3C 6 1
E3 Boo Buddies, clockwise D3C 6 1
E4 Swooper bat ceiling D17 3 1
E5 Reappearing ghost, generator 2 D3C 6 1
E6 Candle flame background D39 2 1
E7 Auto-Scroll, Unused? N/A N/A N/A
E8 Auto-Scroll N/A N/A N/A
E9 Layer 2 Smash N/A N/A N/A
EA Layer 2 Scroll N/A N/A N/A
EB Unused N/A N/A N/A
EC Unused N/A N/A N/A
ED Layer 2 Falls N/A N/A N/A
EE Unused N/A N/A N/A
EF Layer 2 Scroll N/A N/A N/A
F0 Unused N/A N/A N/A
F1 Unused N/A N/A N/A
F2 Layer 2 On/Off Switch controlled N/A N/A N/A
F3 Auto-Scroll level N/A N/A N/A
F4 Fast BG scroll N/A N/A N/A
F5 Layer 2 sink/rise N/A N/A N/A
F6 Unused, fatal error N/A N/A N/A
F7 Unused, fatal error N/A N/A N/A
F8 Unused, fatal error N/A N/A N/A
F9 Unused, fatal error N/A N/A N/A
FA Unused, fatal error N/A N/A N/A
FB Unused, fatal error N/A N/A N/A
FC Unused, fatal error N/A N/A N/A
FD Unused, fatal error N/A N/A N/A
FE Unused, fatal error N/A N/A N/A
FF Unused, fatal error N/A N/A N/A

Adding more sprite ExGFXs

To add another Sprite ExGFX you must create a 1KiB, 2KiB or 3KiB file with the graphics you want to load with any resource you wish. Its ID should be between D00-DFF unless !dss_exgfx is set to another ExGFX page.

Note: To ensure the system properly reacts to your ExGFX files, you must be 100% sure it has one of the three sizes mentioned before, any other size may cause weird and unexpected behaviors.

Once the ExGFX are placed in the folder, you can now proceed to add their tile length to a table inside pixi/asm/dss/exgfx_lenght.asm. The table has $01 means 1 16x16 tile, $02 means 2 16x16 tiles and so on. $00 is treated as an empty file, so this table is 100% required to be properly filled. A good practice would be to document the contents of each ExGFX, that's why you can use the comments at the same file for each entry in the table.

At this point the ExGFX can be safely used with DSS in anything you want. Read the documentation or the code examples sections in this wiki to know how to use your new ExGFX.

The following instructons are 100% optional

The system always tries to load graphics of recently generated/spawned sprites, this is super useful to avoid 1 frame delays on their GFX loading if there's not a lot of things in the queue. To properly use this feature you need to edit a table corresponding to your sprite number (be it regular, custom, extended or cluster) which is located in pixi/asm/dss/exgfx_ids.asm.

To keep everything super organized, it's a good practice to also keep a track of defines for the ExGFXs used so everything remains consistent with the base patch. There's a bunch of "empty"/"unused" defines in pixi/asm/ExtraDefines/dynamic_spritesets_defines.asm which can be used for this.

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