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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 - Transparent Colors | |
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JJ64

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Posted on 06-30-04 01:28 AM Link | Quote
Is it possible to create a transparent color in the custom palette? I'm trying to make the non-layer 3 water transparent for an effect.
Golden Yoshi

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Posted on 06-30-04 01:30 AM Link | Quote
You can actually make all of Layer 1 transparent by going into the level menu, change properties in header, and changing the level mode to 1E. Hope this helps get your desired effect.
Alastor the Stylish
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Posted on 06-30-04 01:33 AM Link | Quote
Yeah, and you could use layer two for the actual level and layer one for just the water, provided you set the scrolling for layer two properly.

Of course, that assumes you mean "translucent". Transparent is completely see-through, and is the first color of every palette.


(edited by Kyouji Craw on 06-29-04 04:39 PM)
Atma X

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Posted on 06-30-04 01:33 AM Link | Quote
No, you have to make the whole Layer Transparent.
I asked FuSoYa if it was possible to make even a Custom Block that was Transparent, and he said no to that .
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 06-30-04 01:42 AM Link | Quote
Originally posted by Atma X
No, you have to make the whole Layer Transparent.


What's your point? If only one thing is on the layer, it'll be the only thing to be transparent.

Also, I reversed the layers in my last post :p Sorry.

Use Level Mode 1F, and Layer 2 will be over Layer 1 instead of it being vice versa like it normally is. In addition, Layer 2 will be transparent, but Layer 1 will not, so you can have water over everything to make a neat effect.
Atma X

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Posted on 06-30-04 01:51 AM Link | Quote
Kyouji: Um, I was just answering his question directly (no one else posted yet when I went to make a new reply)

Basically what I was saying is the only thing that can be Transparant is a whole Layer (Palettes, Specific Blocks, etc. can't be transparent, just Layers can)
Alastor the Stylish
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Posted on 06-30-04 01:54 AM Link | Quote
True, but again, that doesn't matter if there's only one thing on the layer :p
Atma X

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Posted on 06-30-04 02:02 AM Link | Quote
Well, if he want's that one Block (WaterTile) to be translucent, then he's got to do it somehow (which is a shame to have to use a whole Layer for just one thing, because then you don't have a Background Layer,... I wish Fu made Layer 3 Editable, but oh well, he didn't, so we'll just have to live with it the way it is )


(edited by Atma X on 06-29-04 05:03 PM)
Alastor the Stylish
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Posted on 06-30-04 02:05 AM Link | Quote
That's not true. You can set the right background color, and make a background out of various tile lookalikes (like clouds and stuff) set to act like background tiles. Granted, it'll scroll at the same speed as everything else, but it works nonetheless.
Atma X

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Posted on 06-30-04 02:11 AM Link | Quote
That's true. That would probably be best for some kind of Dungeon Level that has a Background (maybe the Walls of the Dungeon as the BG) that looks like it would be close to the Foreground, so it could actually be better in that case (it all depends on the type of Level and Graphics it uses)
BMF98567
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GO!

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Posted on 06-30-04 03:27 AM Link | Quote
You know, I just realized you could use HDMA to make part of one of the layers scroll at a different speed, simulating a separate background layer (maybe a line of clouds or something). Of course, this means you couldn't put non-background objects on that layer above a certain Y position in the level, otherwise they'd scroll with the background...

I may have to play around with this idea.
Darth Coby

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Posted on 06-30-04 03:39 AM Link | Quote
Originally posted by BMF54123
You know, I just realized you could use HDMA to make part of one of the layers scroll at a different speed, simulating a separate background layer (maybe a line of clouds or something). Of course, this means you couldn't put non-background objects on that layer above a certain Y position in the level, otherwise they'd scroll with the background...

I may have to play around with this idea.

WHAT is this HDMA everyone is talking about anyway? How to use it, what can be done with it, etc?
Atma X

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Posted on 06-30-04 03:52 AM Link | Quote
HDMA allows the Game to move/distort a Layer Horizontally in many different ways ("Horizontal DMA",... I'm not sure what DMA means yet).
Pushing the "0" Key in Snes9x will allow you to Enable/Disable the one that already exist in a game.

If you want a more detailed Explination, wait until BMF replies.

(BTW BMF: How's SMW Oddissy?, I haven't heard anything about it in a long while )
Alastor the Stylish
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Posted on 06-30-04 04:59 AM Link | Quote
I recall hearing it was Horizontal Direct Movement Access, actually, but that's probably wrong.
JJ64

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Posted on 06-30-04 05:28 AM Link | Quote
It's kind of annoying that I have to mess around with the background, but now I can make the water translucent. Thanks!
Alastor the Stylish
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Posted on 06-30-04 05:30 AM Link | Quote
Eh, no problem. I'm bored and have nothing better to do than to answer random questions.
d4s

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Posted on 07-01-04 12:55 AM Link | Quote
its DIRECT MEMORY ACCESS, not direct movement access.

the snes has a feature that allows you to copy data from rom/ram to vram without wasting cpu cycles on it.
you can only copy data to vram when the PPUs(graphics processors of the snes) arent active
(drawing a scanline), that is during the vertical blank or the horizontal blank period.
a vblank occurs every time the PPUs have drawn a complete frame,
a hblank occurs every time the PPUs have drawn a single scanline(horizontal line on the screen, one pixel in height).
because you have to transfer data very fast in the hblank period, usually DMA is used for this, hence the name HDMA.

now image you have a background layer and change its x-scroll register every other scanline.
this trick can be used to create wavy backgrounds or fake-multilayer scroll layers.

image changing the color value of a single palette entry(eg the color of the sky) every other scanline.
you can do cool sunburst or color fade effects without having to waste palette entrys on the different colors, you can actually have much more than the normal 256 colors per frame onscreen.(check the background in the first level of donkey kong country to see it in action)

you can also do cool zoom-like effects if you change the y-scroll register during hblank.(check battletoads doubledragon's intro)
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 07-01-04 01:00 AM Link | Quote
Well I was close. That's good.

And thanks for answering the question.
Darth Coby

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Dacht je nou echt dat het over was?
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Posted on 07-01-04 03:15 AM Link | Quote
Wow, thanks a lot. Now, how would I go and use the HDMA in a hack? Does LM support it or do I have to hack it in myself?
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Since: 03-15-04
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Posted on 07-01-04 03:22 AM Link | Quote
You have to hack it yourself.
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