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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 - How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) | |
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Atma X

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Posted on 06-08-04 10:42 AM Link | Quote
I need the following Sprites to go above Layer 1, rather than always being behind.
1. Piranhas (Classic, Jumping, and Jumping/Fire Spitting)
2. Mario (when he's entering a Pipe)

I'm working on a 3D Style hack, and because of the perspective of the Pipes, I need the Piranhas and Mario (when he's entering a Pipe) to only go behind the bottom part of the Pipe (everything below the hole), and in front of top part of the pipe (everything above the hole).

I can normally enable the "Layer Priority" setting on the 16x16 tile (the Pipe Tiles) to make this work. But in this case it won't work, since Piranhas and Mario (when he's entering a Pipe) always go behind Layer 1 objects no matter what the Tile's "Layer Priority" Setting is set to.
How do I make it so they naturally go Above a (Layer Prioity Disabled) Tile?

Here's a picture to help.
It's an older picture from about a week ago, but you can still see what the Pipe looks like to give you a better idea of why this "Layer Priority Issue" is very important to fix.
The Piranha and Mario (while he's going down a Pipe) needs to go in Front of the Pipe Tiles that are above the Red Line, and Behind the Pipe Tiles that are below the Red Line.



(edited by Atma X on 06-08-04 03:21 AM)
(edited by Atma X on 06-08-04 03:34 AM)
blackhole89

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Posted on 06-08-04 05:32 PM Link | Quote
It's set up in the OAM, I believe... if you can't asmhack yourself give me a copy and I'll do for you

Ah yes, the pipe is from SMRPG, isn't it?


(edited by blackhole89 on 06-08-04 08:33 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-08-04 08:38 PM Link | Quote
THAT'S INSANE!

Anyway, what's the problem, the plant is setting its own priority settings and you can't just override them? Looks like you used layer 2, why not have the back half on it?
Atma X

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Posted on 06-08-04 09:02 PM Link | Quote
Blackhole89: I don't know ASM yet, so I E-Mailed you the Hack.
Thanks a lot for your help
BTW: The Pipes are actualy something that I made in a 3D Game Making Program (Cosmos), then I took a Screenshot of it, and inserted it into SMW.
But the Piranha's are from SMRPG .

HyperHacker: That won't work because I'm planning to make a Background.
BTW: I actualy did try that, just because I was curious, and they even went behind Layer 2. I had to make Layer 2 a Level-like Layer (Level Header Setting 02), rather than a BG Layer,... and I also needed to set the Level's H/V Scroll to "Constant",... could any of those 2 things be the reason for it going behind Layer 2?
But either way, I need Layer 2 for a Background, so I can't use that idea anyway.
Thanks for trying to help


(edited by Atma X on 06-08-04 12:27 PM)
blackhole89

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Posted on 06-09-04 12:23 AM Link | Quote
I didn't receive anything. Well, if you had L2 as a background, of course nothing would go behind it.
So that's following: If you want the piranha plant to go behind L2, but in front of L1 and mario can't pass in front of the pipe (behind it or atop) you have to do following things:
(1) set level mode to 2 (horizontal, layer 2 level, interact)
(2) make the interior of the pipe part of the L1 stuff and set its map16 tiles to layer priority off.
(3) make the frontal half of the pipe's border and its corpse L2 and layer priority enable.
So, have to go afk now. Hope that helps.

Have fun,
Blacky.
Smallhacker

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Posted on 06-09-04 12:39 AM Link | Quote
Idea:
Make the level on Layer 2. Give the L2 pipe tiles minimum priority. Make the front of the pipes in L1. Give them maximum priority. Put BG on L2 too (however, it will move constant to the level).
It would work...

Edit:

Darn. Blackhole was faster than me...


(edited by Smallhacker on 06-08-04 03:40 PM)
Alaric

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Posted on 06-09-04 03:28 AM Link | Quote
Heh heh, blackhole... Pipe.. corpse? oh well..
Nice idea Atma, though i think your best bet is the OAM (of course, it'd be nice if blackhole would share the data instead of doing it himself! oh well, :-P)
Atma X

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Posted on 06-09-04 09:18 AM Link | Quote
Blackhole89: I need Layer 2 for the Background, so I'll need the OAM thing to be tampered with.
I resent the Hack (in a PM this time)
Thanks in advance
Smallhacker

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Posted on 06-09-04 05:59 PM Link | Quote
Originally posted by Atma X
Blackhole89: I need Layer 2 for the Background, so I'll need the OAM thing to be tampered with.
I resent the Hack (in a PM this time)
Thanks in advance



You can still make the background on L2, but it would move constant to the level.
blackhole89

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Posted on 06-09-04 07:44 PM Link | Quote
That's what I got using level 2 (but only a bit):



You can't do it using only one level. If you clear its go-behind-anything-flag, it will either slice through the pipe at the border between the layer-priority-enabled pipe bottom and the -disabled pipe top tiles or it will go totally in front of the tiles.
Therefore I suggest you use HDMA to split up L2 into a backgroundish top and a pipeish bottom.




(edited by blackhole89 on 06-09-04 10:47 AM)
(edited by blackhole89 on 06-09-04 10:50 AM)
Atma X

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Posted on 06-09-04 08:13 PM Link | Quote
Yea, if it needs HDMA, please set that up for me, and I will give you A LOT of credit (I'll even add you into the ending credits near the very top).
Thank you very much for all your help.

BTW: If you are interested in helping with any kind of programming (or even some Level Desing) for this hack (through out ANY time in it's development, or even through out it's enitre develpoment), I'll be glad to have your help.
You don't have to, but it's an open offer at any time .


(edited by Atma X on 06-09-04 11:23 AM)
blackhole89

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Posted on 06-09-04 08:18 PM Link | Quote
Ok.
Have anything against if I install BMF's famous palette ASM system? It's quite a help.

Have fun,
Blacky.
Atma X

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Posted on 06-09-04 08:23 PM Link | Quote
That's fine with me (does it cause any bad effects?).

Edit: Go ahead, I don't mind if you mess with the ground gfx (don't worry, if any Graphics gets screwed up, I'm very good at copying Graphics data between Roms).


(edited by Atma X on 06-09-04 11:24 AM)
(edited by Atma X on 06-09-04 11:30 AM)
blackhole89

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Posted on 06-09-04 10:11 PM Link | Quote
Didn't yet work on the ground, but here's what I've done with HDMA:


- the blue stuff (below) is the backdrop color.
- the mountains (I'm not really good at drawing backgrounds ) move as a normal BG does (parallaxing/slower scroll)
- the pipe tops move the same speed as BG1 as long as they're lower than the mountain's lowest tile.

I still have one problem: BMF's palette ASM hack routine is hooked before the BG1HSCROLL register which I need for calculating the HDMA table is being updated, so the pipe tops fall back two pixels or less when you're moving. But you can still see it, although it's not too glitchy.

Should I send you the ROM now?

Have fun,
Blacky.

Atma X

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Posted on 06-09-04 10:37 PM Link | Quote
Send the Rom, and I'll see what it looks like so far so I have a better idea of everything that you're explaining (but keep working on it if you can).

Also, is it possible to make a Cutom Block that will become Layer Priority Enabled (for the bottom Pipe Tiles) when Mario is doing the action of entering a Pipe, and will then become Layer Priority Disabled when he is done exiting the Pipe? (and the Top Pipe Tiles could just be regular go through Tiles with their Layer Priority Disabled)
Could that idea work?

BTW: Don't worry about the Ground Gfx, I'll come up with something different (is it the Colors that you said looked a little odd, or the Gfx itself?).


(edited by Atma X on 06-09-04 01:41 PM)
blackhole89

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Posted on 06-09-04 10:49 PM Link | Quote
1. Yeah, I'll PM the ROM at the current state. Although the HDMA routine is yet far away from completion.
2. Possible, but not too easy.
3. Both.
Atma X

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Posted on 06-09-04 11:39 PM Link | Quote
I think the Custom Block idea may be the only way for it to work. (If I wanted to make a Pipe go a little higher [using the HDMA idea], it would conflict with the Background).

Also, here's an idea for how the Piranha's would work with the Custom Block idea (I only mentioned how it could work for Mario in the last post):

Idea: The Custom Block (used for the Bottom Pipe Tiles) would make it so only Piranhas would go behind it, but no other Sprite (except for Mario, but only when he's entering the Pipe).

Is that possible?

If you can make this work (or even give it your best effort), I'll be glad to return the favor to you in any way that I can.
Thanks in advance.


(edited by Atma X on 06-09-04 02:40 PM)
blackhole89

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Posted on 06-09-04 11:54 PM Link | Quote
Uhmyes, it wouldn't work that way
*selfquotes* If you clear its go-behind-anything-flag, it will either slice through the pipe at the border between the layer-priority-enabled pipe bottom and the -disabled pipe top tiles or it will go totally in front of the tiles.
And I don't think there would be any use in making the pipes higher for you. Sorry, but I hardly can help you at this.
Atma X

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Posted on 06-10-04 12:45 AM Link | Quote
It's ok, I guess I'll just worry about it some time later.
Thanks for at least trying.

Edit: Actually, can you send me the hack with the "Go Behind Anything" option taken off? I would like to just mess around with it a bit (BTW: Does it also make the Piranhas go in front of "Layer Priority Disabled" Tiles, or just Mario?).


(edited by Atma X on 06-09-04 03:47 PM)
(edited by Atma X on 06-09-04 03:58 PM)
(edited by Atma X on 06-09-04 04:05 PM)
Smallhacker

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Posted on 06-10-04 01:59 PM Link | Quote
Originally posted by blackhole89
@Smallhacker: Yes. Do you always need more than 14 minutes to write a post of this length?


Not really... It's just that I open the SMW hacking forum, loads every thread at once and reads through them one by one, so I can't see if somebody replied.

By the way... Those screenshots looks
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