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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Sprites are a bit TOO translucent
  
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d4s
Posts: 268/325
Originally posted by MathOnNapkins
I understand how all that works, but since I don't hack SMW I was just showing you why I cared. All I was asking was whether tiles in a layer (not the obj layer) had to have a specific palette to have cgadsub applied to them.


oh, alright then.


@keikonium:
its a feature of the snes and thus applies for all games.
if you think about it, its pretty neat, actually.
that way, you can have your main characters covered in translucent fog while
some sprites belonging to the status bar or whatever remain unaffected.
its just a bit of a letdown that you cant select this individually for each sprite...

if you dont need the feature, use these palette slots for scroll layers, instead.

MathOnNapkins
Posts: 2095/2189
I understand how all that works, but since I don't hack SMW I was just showing you why I cared. All I was asking was whether tiles in a layer (not the obj layer) had to have a specific palette to have cgadsub applied to them.
Keikonium
Posts: 2192/-2459
Originally posted by d4s
only sprites using palettes 3-7 are affected by cgadsub. (transparency)


Why would they bother making the sprites be affected? Was it for the see thru gass bubbles in ONE level? Or is this just something that comes with all SNES games?

Also, by non-configurable, do you mean you can't stop this from happening? Like make it so ONLY the BG is affected? It's annoying to have charging chucks with invisible bodies, and visible arms.
d4s
Posts: 267/325
Originally posted by MathOnNapkins
Originally posted by d4s
only sprites using palettes 3-7 are affected by cgadsub. (transparency)

keep that in mind, cause this is something no snes doc out there will teach you!

move the sprite palettes to other slots and youre all set.


Is that a general rule or is that configurable? And will that affect the tiles of layers I apply cgadsub to? As you may have noticed, the rain in Zelda 3 simulates lightning by writing to $9A, to "brigthen" the screen but of course brightening the screen makes that layer totally invisible anyways, and makes the screen "bright again", even though the only thing that has happened is that layer has become totally transparent.


only affects sprites and is not configurable afaik.

what does the rain in z3 have to do with the sprites?
i dont think i'm getting your point.
its been almost a year that i worked on z3, so i might not recall everything correctly.

z3 sets all layers apart from the rain layer to mainscreen and the rain to subscreen, half addition mode.

the rain background is a dark grey, that means although the screen is adding both main and subscreen, the end result is darker than during normal gameplay cause we are in half addition mode.

if a lightning occurs, the game simply switches to full addition mode.
the rain layer doesnt dissapear comletely, but actually causes the screen to be a bit brighter than normal.
that means its just as visible as before, but using another addition mode.



MathOnNapkins
Posts: 2093/2189
Originally posted by d4s
only sprites using palettes 3-7 are affected by cgadsub. (transparency)

keep that in mind, cause this is something no snes doc out there will teach you!

move the sprite palettes to other slots and youre all set.


Is that a general rule or is that configurable? And will that affect the tiles of layers I apply cgadsub to? As you may have noticed, the rain in Zelda 3 simulates lightning by writing to $9A, to "brigthen" the screen but of course brightening the screen makes that layer totally invisible anyways, and makes the screen "bright again", even though the only thing that has happened is that layer has become totally transparent.
d4s
Posts: 266/325
Originally posted by Keikonium
It's because of the palette I think. I know that some sprites show up normal, and some show up translucent in a semi-transparent level type. Perhaps a fix for sprites not to fade abit would be good?

We already got one for the all colors fade upon level exit fix.



only sprites using palettes 3-7 are affected by cgadsub. (transparency)

keep that in mind, cause this is something no snes doc out there will teach you!


move the sprite palettes to other slots and youre all set.
Keikonium
Posts: 2175/-2459
It's because of the palette I think. I know that some sprites show up normal, and some show up translucent in a semi-transparent level type. Perhaps a fix for sprites not to fade abit would be good?

We already got one for the all colors fade upon level exit fix.
Francis64
Posts: 16/18
Try to leave the sprite 1 block above the actual position you want it to be.

Some still sprites do not appear on the screen when you're using transluency, unless you make them move.
Sukasa
Posts: 1523/1981
Here's what happens for me: Whenever there is a sprite that hides behind layer 3 stuff, ona translucent (or dark) level, that sprite is also forced behind layer 2 as well. Dunno what causes it, but that's what seems to happen.
HyperLamer
Posts: 6230/8210
There is no tile there, though. It's just layer 1, a background, and a flower sitting on the ground. Ones that come out of ? blocks do become visible after they've come completely out, but ones sitting there don't.
Bio
Posts: 35/458
they don't appear when a tile is on them, so leave them In a object blank area.Its
translucy seem to give a layer priority to object on certain sprite,Its happen to me in my translucent layer 2 ghost house
HyperLamer
Posts: 6227/8210
I've noticed that certain sprites, such as flowers, don't show up in translucent levels. Is there a way to prevent this?
Acmlm's Board - I2 Archive - Super Mario World hacking - Sprites are a bit TOO translucent


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