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11-01-24 02:24 AM
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BlindTheThief

Red Paragoomba








Since: 11-18-05

Last post: 6716 days
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Posted on 01-11-06 05:06 PM Link
Okay, this has probably been answered a couple thousand times, but how do you make tiles that are semi-transparent so that you can see the background through them? The 2nd world in my mario game is a city and the buildings need friggin' windows. Also, if someone could tell me how to get ExGFX animation files into the game, that could help my custom blocks and whatnot. And YES, I know how to use ExGFX when making sprites, backgrounds, foregrounds, etc. Just not Extended animation files. Thanks.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6467 days
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Skype
Posted on 01-11-06 05:20 PM Link
Level mode 1E causes the entire Layer 1 to be semi transparent.
Level mode 1F (Layer 2 level) causes the entire Layer 2 to be semi transparent.

That's as close as you get without ASM.
d4s

Shyguy








Since: 12-01-05

Last post: 6587 days
Last view: 6485 days
Posted on 01-11-06 07:13 PM Link
you can also use tile priority to make only selected tiles of a layer translucent.
the concept is a bit hard to grasp for people who have no idea how the PPUs actually work, though.
do some trial and error and you will eventually succeed.

however, i dont know if lunar magic supports per-tile priority editing for the layers.
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6493 days
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Posted on 01-11-06 08:10 PM Link
Originally posted by d4s
however, i dont know if lunar magic supports per-tile priority editing for the layers.
It does indeed. Each 8x8 tiles has its own priority flag.
BlindTheThief

Red Paragoomba








Since: 11-18-05

Last post: 6716 days
Last view: 6716 days
Posted on 01-11-06 09:10 PM Link
Ah, thanks man. Now, where can I find an FAQ on this extended animation stuff? I know how to edit frames and everything, I just don't know where to insert my extra animation files. That could help A LOT.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6465 days
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Posted on 01-11-06 10:55 PM Link
How do you use layer priority to do transparency?
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6465 days
Last view: 6465 days
Posted on 01-11-06 11:10 PM Link
Originally posted by BlindTheThief
Ah, thanks man. Now, where can I find an FAQ on this extended animation stuff? I know how to edit frames and everything, I just don't know where to insert my extra animation files. That could help A LOT.
Assuming I'm reading this, and REMEMBERING right, you put the animation tiles in any ordinary ExGFX file, and load that in the appropriate area of the GFX bypass.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6465 days
Last view: 6465 days
Posted on 01-11-06 11:27 PM Link
[
Originally posted by BlindTheThief
Ah, thanks man. Now, where can I find an FAQ on this extended animation stuff? I know how to edit frames and everything, I just don't know where to insert my extra animation files. That could help A LOT.

link
d4s

Shyguy








Since: 12-01-05

Last post: 6587 days
Last view: 6485 days
Posted on 01-12-06 03:06 PM Link
Originally posted by HyperHacker
How do you use layer priority to do transparency?



you dont use layer priority to do transparency, you use it to put individual tiles in front of the translucent layers.
obviously, you'll have to enable color addition and put a layer on the subscreen for that to work.
i think the above-mentioned level modes 1e and 1f handle that for you.

say bg1 is on the subscreen with color addition enabled.
bg2 is on the mainscreen.
all tiles on bg2 without the priority bit set will appear behind translucent layer 1, and thus are affected by the color addition.

the tiles on bg2 that have the priority bit set will be rendered after (=in front of) bg1 and remain unaffected by the color addition.

thats how you make different tiles on one layer translucent and opaque at the same time, simple as that.
funny that this is news to you guys, cause thats pretty much basic knowledge when it comes to snes graphics.


(edited by d4s on 01-12-06 02:10 PM)
(edited by d4s on 01-12-06 02:15 PM)
(edited by d4s on 01-12-06 02:16 PM)
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6493 days
Last view: 6465 days
Posted on 01-12-06 04:02 PM Link
Originally posted by d4s
funny that this is news to you guys, cause thats pretty much basic knowledge when it comes to snes graphics.
You gotta remember that the SMW Hacking scene is, in general, quite elementary in comparison to the everybody else. Myself included, of course.
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