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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 - "Nintendo Presents", Message boxes and sprite transparancy? | |
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Keikonium
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Posted on 09-17-04 04:29 AM Link | Quote
First off, what palette does the Nintendo presents screen run off of? Which line and where does it load it from?

What palette line and row do the message boxes use per level?

And finally, is it possible to make 1 (2) sprites translucent without have any other ones translucent? I want to make the gas bubble and big boo (since they use the same graphics) translucent. Changing digets thru hex maby?

If anyone knows any of these answers that would be great! Thnaks
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Posted on 09-17-04 04:45 AM Link | Quote
1. Palette 8, but it only accepts colors 0-7. Additionally, it only uses colors 0-5; 6 and 7 appear as color 2.
2. Palette 1, colors 9 and B for outline and text, respectively. The border to it uses something different, though. Not sure quite what but is but it's definitely not affected by a custom palette, as I set every black color in the entire list to something and it wasn't affected.
3. Probably with some level of hex or ASM, yeah.


(edited by Kratos Aurion on 09-16-04 07:54 PM)
(edited by Kratos Aurion on 09-16-04 08:00 PM)
d4s

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Posted on 09-17-04 07:40 PM Link | Quote
Originally posted by Keikonium


And finally, is it possible to make 1 (2) sprites translucent without have any other ones translucent? I want to make the gas bubble and big boo (since they use the same graphics) translucent. Changing digets thru hex maby?




technically, the snes can only enable translucency on the sprite layer as a whole.
to my knowledge, theres no trick to switch single tiles to translucent, no matter if they appear on one of the bg or on the sprite layer.

heres a trick to fake that: (only theoretical, havent tried it yet as i never used lm)

have a non-scrolling room with a black background.
put the sprites that shall appear translucent in the upper half of the screen.
put the sprites that shall appear opaque in the lower half of the screen.
have a translucent bg with maximum priority and black tiles on the upper half of the screen.

crude, but should work if you can live with the limitations.

a better way would be to switch main/subscreen designation for the sprite layer
via hdma on the scanlines your translucent sprites are on, but you still couldnt have translucent and opaque sprites on the same scanline then.
that would be lots of work however, hardly worth the effort.





(edited by d4s on 09-17-04 10:41 AM)
(edited by d4s on 09-17-04 10:41 AM)
(edited by d4s on 09-17-04 10:42 AM)
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Posted on 09-18-04 03:52 AM Link | Quote
In that screen mode, sprites are translucent or opaque depending on their palette number. Palettes 0-3 are opaque, 4-7 are translucent. I believe it's a built-in feature of the SNES hardware, and thus probably can't be changed.
Keikonium
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Posted on 09-18-04 04:21 AM Link | Quote
Thanks Kratos Aurion! *off to edit my intro screen*

I get what your saying D4s, but that is ALOT of limitations. I dont think I would be using that, I like the Bg's. Thnaks tho.

And I have relized that BMF. Its really annoying when I have the Dark Bg header and the chucks have the solid arm and the body is transparent. I wish there was a way to make it so all the sprites could be solid.

*** New question ***

I just relized, while playing thru my hack, that layer priority doesn't seem to take affect with a dark BG. Then I tried it with just a regular BG and it did the same thing. Now I have the exact same level, just with the water flags enabled, and the priority takes effect.

So my question is, what affects layer priority? Level header, palettes, level flags? Some one know?
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