User | Post |
Sukasa
Posts: 1251/1981 |
Hey, if I were to want to say, couple this with layer 3 mist as an idea, could I just not animate some of the rows, as in maybe ignore entry 6 for example, to not overwrite the area that uses the fog, while still writing on the areas that don't get covered by the fog? |
UnsurpassedDarkness
Posts: 626/746 |
|
Smallhacker
Posts: 1836/2273 |
Originally posted by UnsurpassedDarkness
Originally posted by Smallhacker Entry 00 should be "Normal, Seven 8x8s: line". The destination should be 15800.
What should the destination be for entries 1-6?
Copied from the first post:
01: 15870 02: 158E0 03: 15950 04: 159C0 05: 15A30 06: 15A50 |
SMW_Apocalypse
Posts: 14/27 |
Yay awesome! You're great SmallHacker, I just needed this! W00t won't have to learn ASM now! Cookies for you! (If you don't want them, I'll eat em)
Downloading Super Mario Universe, it's at 33% now, download started 10 minutes ago |
UnsurpassedDarkness
Posts: 625/746 |
*Bump*
I think I did something wrong |
mikepjr
Posts: 160/242 |
Coolbeans!
I have some ideas, which is why i was asking. |
Smallhacker
Posts: 1820/2273 |
Well, it can be used for anything involving a tile (with 4 animation frames) filling an entire layer. And yes, the background shows up normally. |
mikepjr
Posts: 158/242 |
Here is a question.
Could this method be used for other effects?
Like say, if you were under water and wanted it to look kind of mugy and or thick.
Or maybe an odd type of fog.
And dose the background still show up like it is suposed to? |
Smallhacker
Posts: 1819/2273 |
I forgot one thing. In order to make the rain be above everything else, go to the level header and check the box at the bottom of the window. |
ExKeeper
Posts: 366/512 |
you could have a level that uses the SMAS SMB3 1-1 BG with the cloud at the top, using FG2 to make it, place it on the top of the BG, make vertical scrolling disabled (so the rain won't appear above the cloud |
ExKay
Posts: 780/1114 |
Nice work Smallhacker, I will try it as soon as possible. |
Smallhacker
Posts: 1817/2273 |
Note: This assumes that you know how to use ExGFX and Extended Animation
Okay. I was bored and wanted to find a use for the undocumented feature FuSoYa revealed that allows modifying the VRAM through extended animations. I decided to try to make Layer 3 rain. Before I tell you how to do it, there's a few limitations that you should know about.
1) Since the status bar uses Layer 3 as well, the rain starts below it. Therefore, you have to put a cloud or something on Layer 1 or 2. 2) Stuff that uses Layer 3 is not recommended. That includes: Layer 3 things, like tides, fog and stuff Item boxes Goals Yoshi blocks (if the level is on Yoshi's Island) 3) This will make a few tiles in the first foreground file screw up. This will only happen in Lunar Magic, not in the emulator. 4) The rain will use the following tiles in GFX2B.bin: $30, $40, $50 and $60
Okay. First, you need the ExGFX file that can be found here. (Yes, it is supposed to look like crap in a tile editor.) Import it to the ROM. Set the extended animated tile area to use this file. Now, open the extended animation window.
Note that by default, The first row of rain have got layer priority disabled so that it can go behind a cloud on Layer 1. If you wouldn't like it that way, give entry 00 the same frames as the others and delete the 3rd and 4th row in the ExGFX file.
Entry 00 should be "Normal, Seven 8x8s: line". The destination should be 15800. Enter 5A0, 5A7, 5AE and 5B5 as the four first frames and click on "4 Frame Copy".
Entry 01-06 should also be "Normal, Seven 8x8s: line" and have the following frames: 580, 587, 58E and 595 (then press "4 Frame Copy"). Here's the entries' destinations: 01: 15870 02: 158E0 03: 15950 04: 159C0 05: 15A30 06: 15A50
Save the level and draw the rain animations in GFX2B.bin. (Tiles $30, $40, $50 and $60) Insert the graphics and test the level. |