Acmlm's Board - I2 Archive - Super Mario World hacking - Modifying the Layer 3 Water?
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HyperLamer
Posts: 6251/8210 |
I don't want a level full of water. I want a level with water at the bottom, using those platforms and spikes, and possibly changing tide levels. That's going to require layer 3. |
XPeter
Posts: 670/963 |
Actually, I aim to make it like SMA4 CW 2-2, where you COULD jump out of the water. Well hey, you can't get the cape or Yoshi in the original SMB anyway.
So what i did is make copies of all of the act like 25 tiles, and insert them as act like 0 tiles, and then i just placed blank 0 tiles underneath everything below the water's surface. I also had to insert custom coins which turn to water tiles when collected. Now, you CAN jump out of the water, and everything works fine.
By the way, there's no shifting scanlines in the BG or anything, but the all 256 colours in the palette have been changed to match the palette under the transparency effect in the original. |
Glyph Phoenix
Posts: 425/745 |
I was referring to how water levels in SMB are just regular levels with Mario's physics changed slightly and different graphics... Mario can't actually jump out of the water or interact with it, so all you'd have to do is set the water level flag on and change the top of the water to 25. You'd still have that annoying "bump" sound when Mario hits the top, but in SMB you could never leave the water and so if in the SMW rendition of SMB you can't leave the water either it shouldn't be a problem. |
XPeter
Posts: 669/963 |
Never mind, i found a better solution. |
Keikonium
Posts: 2198/-2459 |
In SMB they used HDMA to make the BG wave. They also made the water a gradient at the top to make the water seem deep. I don't think they edited mario's graphics. |
Glyph Phoenix
Posts: 423/745 |
Why not just make it a water level and make graphics that look like Mario's underwater? That's how they did it in SMB. |
XPeter
Posts: 667/963 |
Actually HH, I'm asking this for my SMBTLL hack, and every level is set to No Vertical Scroll.
@Darkflight: thanks for the idea but I don't know anything about tracing or breakpoints or HDMA. I think I'll send Smallhacker a PM to see if he can help. |
HyperLamer
Posts: 6240/8210 |
I was about to ask this. No matter what tide level I choose, the water follows Mario when the screen scrolls up. I guess it's because layer 3 does. You'd need some kind of hack to subtract from the water's position to balance it out, and then probably the collision data too. |
Sukasa
Posts: 1533/1981 |
Bio, that doesn't help.
Peter_ac, For the x speed, set a breakpoint on mario's X position, and eventually you'll get the part where the tide alters the position. For the tide level and movement, the only thing I can suggest is to look for writes to the HDMA enable register, then see if you can find anything. nague, but you will get better results by asking someone smart. BTW, nice post #666. |
Bio
Posts: 39/458 |
I heard that smallhacker working on layer 3 editor,maybe he can tell you the pointer |
XPeter
Posts: 666/963 |
I need to make 2 modifications to the Layer 3 Water.
First, I need to make it stay at a constant tide, it must be high and it can't fall. Maybe this could be done by changing an offset which controls the value
of the Low Tide Only option.
Second, I need to stop its current and it's pull to the left. I just want it to act like normal water in that it won't move Mario. I'm guessing this is also controlled by an offset which determines the water's X speed.
I'd really appreciate if someone could find these two offsets for me. Thanks. |
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