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06-18-24 03:58 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Rain/Snow
  
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C:/xkas bio.asm
Posts: 1140/1209
Originally posted by asdf
Originally posted by Kailieann
Actually, from what I saw in the one game that actually uses it*, Layer 4 is pretty much the same as Layer 3.
...
*Final Fantasy 5 on the inventory screen


I see you're forgetting Super Mario Kart. It uses Layer 4 as part of the background. However, I somehow doubt it's the same as Layer 3, and I even think not every game is capable of using it (and even if, coding it would be very hard work)

SMK use HDMA to have BG mode 0 for the scanlines used for BG and mode 7 for the track, just like HyperHacker said, Mode 0 is the only one that allow to use layer 4, but all layer's tile can only use 4 different color.

on a sidenote, earthbound also use it in the 'your sanctuary' battle BG
asdf
Posts: 3304/4077
Originally posted by Kailieann
Actually, from what I saw in the one game that actually uses it*, Layer 4 is pretty much the same as Layer 3.
...
*Final Fantasy 5 on the inventory screen


I see you're forgetting Super Mario Kart. It uses Layer 4 as part of the background. However, I somehow doubt it's the same as Layer 3, and I even think not every game is capable of using it (and even if, coding it would be very hard work)
HyperHacker
Posts: 3178/5072
The only way you can use layer 4 is by limiting layers 1 and 2 to something like 4 colours.
Kailieann
Posts: 352/808
Actually, from what I saw in the one game that actually uses it*, Layer 4 is pretty much the same as Layer 3.
Perhaps someone should look into moving the status bar to Layer 4 instead.
That would leave Layer 3 completely open for things like this.

*Final Fantasy 5 on the inventory screen
HyperHacker
Posts: 3177/5072
There's a reason games like Yoshi's Island and Donkey Kong Country only show on-screen information when they need to using sprites (or in the former case, on the pause screen).
ibz10g
Posts: 28/588
Originally posted by ibz10g
er, nevermind

i figured it out myself


Or have I? I can't figure out layer priorities. Which one do I have to set it to to have layer 2 above layer 1?
Kailieann
Posts: 351/808
I may just throw out the status bar altogether.
I mean, seriously, what has it ever done for me?
Smallhacker
Posts: 722/832
I hate how the status bar ruins an entire layer. The possibilities for layer 3 would be a million times bigger if only the status bar wasn't there.

Note to self: Look into how hard it would be to move the status bar to the sprite layer.
ibz10g
Posts: 27/588
er, nevermind

i figured it out myself
Omega
Posts: 327/361
Originally posted by spel werdz rite
Originally posted by Smallhacker at the archive

Okay. First, you need the ExGFX file that can be found here. (Yes, it is supposed to look like crap in a tile editor.)


Err, you forgot the file. Here ya go .
spel werdz rite
Posts: 1279/1796
Originally posted by Smallhacker at the archive
Note: This assumes that you know how to use ExGFX and Extended Animation

Okay. I was bored and wanted to find a use for the undocumented feature FuSoYa revealed that allows modifying the VRAM through extended animations. I decided to try to make Layer 3 rain. Before I tell you how to do it, there's a few limitations that you should know about.

1) Since the status bar uses Layer 3 as well, the rain starts below it. Therefore, you have to put a cloud or something on Layer 1 or 2.
2) Stuff that uses Layer 3 is not recommended. That includes:
Layer 3 things, like tides, fog and stuff
Item boxes
Goals
Yoshi blocks (if the level is on Yoshi's Island)
3) This will make a few tiles in the first foreground file screw up. This will only happen in Lunar Magic, not in the emulator.
4) The rain will use the following tiles in GFX2B.bin: $30, $40, $50 and $60

Okay. First, you need the ExGFX file that can be found here. (Yes, it is supposed to look like crap in a tile editor.) Import it to the ROM. Set the extended animated tile area to use this file. Now, open the extended animation window.

Note that by default, The first row of rain have got layer priority disabled so that it can go behind a cloud on Layer 1. If you wouldn't like it that way, give entry 00 the same frames as the others and delete the 3rd and 4th row in the ExGFX file.

Entry 00 should be "Normal, Seven 8x8s: line". The destination should be 15800. Enter 5A0, 5A7, 5AE and 5B5 as the four first frames and click on "4 Frame Copy".

Entry 01-06 should also be "Normal, Seven 8x8s: line" and have the following frames: 580, 587, 58E and 595 (then press "4 Frame Copy"). Here's the entries' destinations:
01: 15870
02: 158E0
03: 15950
04: 159C0
05: 15A30
06: 15A50

Save the level and draw the rain animations in GFX2B.bin. (Tiles $30, $40, $50 and $60)
Insert the graphics and test the level.

In order to make the rain be above everything else, go to the level header and check the box at the bottom of the window.
Sukasa
Posts: 1658/2068
Smallhacker made it where you could use the Extended animatiosn dialog with a special GFX file he made to make layer 3 snow. Look up his thread, that'll tell you how to make it work. I *think* it's on this incarnation of the board, just look through threads by smallhacker (at the bottom of his profile page)
Kailieann
Posts: 349/808
As I recall the rain in SMO was layer 2.

I do vaguely remember hearing something about being able to use EXanimations to mess with.. something. And that that could possibly be used for rain.
But that whole conversation went straight over my head.
ibz10g
Posts: 26/588
Its a pipedream, I know. I just played Super Mario Odyssey (Awesome. Mildly dissapointed how it just ends) and I got to thinking, "Rain. Cool. I bet you use snow in the same exact way."

And I'm very sure that this would be a layer 3 feature. So how would I go about adding it?
Acmlm's Board - I3 Archive - SMW Hacking - Rain/Snow


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