Acmlm's Board - I2 Archive - Super Mario World hacking - using layers 2 and 3 for background data...
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HyperLamer
Posts: 3548/8210 |
You realize that you won't be able to have a custom background on layer 3 without some ASM hacking, and it'll be rather limited because layer 3 is the scorebar (so nothing else can be there), has to stay in the same place on-screen, and only supports 4 colours per tile. |
blackhole89
Posts: 564/971 |
First off, SMW doesn't support any level data on level 3, so dump the third one. Second, you can turn off layer 2 collision detection by setting the appropriate level mode (Level -> Change Properties in Header -> SNES Registers and Level Modes -> 01).
Hope that helps.
~Blacky. |
Mutation
Posts: 361/389 |
What would be the best way to set up a level that uses layers 2 and 3 for background data? - setting up a layer 1 & 2 level with a layer 3 background, and not having any collidable objects on layer 2 (this is probably what I'll end up doing, because I don't know how to turn off collision detection for layers 2 or 3; can someone tell me how to do that?) - setting up a layer 1 & 2 level with a layer 3 background, and turning off layer 2 collision detection - setting up a layer 1 level with layer 3 enabled and a layer 2 background image, and turning off layer 3 collision detection |
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