Language…
12 users online: crocodileman94, DPBOX, futhark, Gonzales555, Green, Guido_Keller, l44l, Metal-Yoshi94, pakkie, Rauf, ShadowMistressYuko, Zavok - Guests: 136 - Bots: 289
Users: 64,667 (2,405 active)
Latest user: DarthHylian

Official Tool/Sprite/Etc. Help Thread

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 84
  • 85
  • 86
I'm having trouble giving transparency to Layer 3. If I give transparency, it appears behind Layer 1, and If I make it appear above all other layers, then the Layer 1 becomes invisible O_o



Is there any way to fix this?

EDIT: seems that changing Level Mode to 0E solves the problem with transparency, but it messes with sprite priority.
This is caused by mainscreen and subscreen designation. You can try putting this in level init:

Code
	LDY $2100
	LDA #$80
	STA $2100
	LDA #$04			;\ BG3 on main
	STA $212C			;/
	LDA #$13			;\ Sprites, BG1 and BG2 on sub
	STA $212D			;/
	STY $2100

allow shy guy emojis in post footers you cowards!
you probably meant LDA #$13, not LDA #$15

he also said he fixed the problem (switching to level mode 0E, which moves layer 1 to the subscreen, like your code)
Originally posted by Ladida
you probably meant LDA #$13, not LDA #$15

he also said he fixed the problem (switching to level mode 0E, which moves layer 1 to the subscreen, like your code)


Let's say it's "half" fixed. If I switch to this mode, some sprites become appearing behind all layers (invisible).

Also, using this code gives the same problem (sprites with priority appearing behind layer 3)

Try doing this then:

Code
	LDY $2100
	LDA #$80
	STA $2100
	LDA #$14			;\ Sprites and  BG3 on main
	STA $212C			;/
	LDA #$03			;\ BG1 and BG2 on sub
	STA $212D			;/
	STY $2100
	LDA #$08			;\ Absolute BG3 priority (might be on by default, just making sure)
	TSB $3E				;/

allow shy guy emojis in post footers you cowards!
which sprites

if its ones like the rocky wrench, then its inevitable, because they rely on being behind layer 1 but in front of layer 2, which is impossible if both have the same priority setting and are on the same subscreen. you would have to increase the sprite's priority and then give layer 1 tile priority so that it functions as expected (and if normal sprites appearing behind layer 1 bothers you, alter $64)
Originally posted by Von Fahrenheit
Try doing this then:
code

Unfortunately, nothing changed :/


Originally posted by Ladida
you would have to increase the sprite's priority and then give layer 1 tile priority so that it functions as expected (and if normal sprites appearing behind layer 1 bothers you, alter $64)


Actually doing this might solve the problem. I just need to know how to disable priority on this sprite, and everything would be solved. I'll give a try and let you know if this works.
You could also add a "cover-up tile" to mask the part of the sprite that goes behind the foreground, though that would require more ASM.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Well guys, I tried several times to use FLIPS (ik stupid question)

The problem which I have is, it never patching anything.

I think, I'm too stupid for it or it's an bug; well I choose Flips, press Apply Patch, Choose the Patch, choose The original SMW Tom, then I save it, where is coming an another hack and done. (my way)

But it didnt do something. It's the normal rom and if I open it with Lunar Magic, it says to me, the rom has an Checksum issue/ is incorrect.

Can someone help me?
Yoshiatom's Post
Is your ROM clean? Run it through this and see what it says.

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
Originally posted by yoshiatom
Is your ROM clean? Run it through this and see what it says.

Yep. Its clean
Okay, with STEAR Im trying to modify those wooden platforms(sprite 63, wooden variation) to use the checker-board platforms graphics/tiles, which seems to work but the right-side one still uses the old tile even when I did change it in STEAR, how do I fix that?



And then the one with three platforms(sprite E0), STEAR apparently doesn't have this sprite at all, so is it possible change it?

63's graphics routine is hardcoded somehow, I guess STEAR doesn't understand it. It's all over the place. Relevant locations:

Tilemap 1:
Left tile - $01B32E (originally EA)
Middle - $01B333 (originally EB)
Right - $01B33E (originally EC)

Tilemap 2 (there are both wooden and checkered platforms, not sure which is which):
Left - 01B344 (60)
Middle - 01B349 (61)
Right - 01B354 (62)
Right again, not sure when it's used but should keep the same value - 01B371 (62)

E0 is just three copies of A3 (see all.log $02AF35 for details). You can change that one. (But I'm not sure if STEAR supports that either...)
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
63's graphics routine is hardcoded somehow, I guess STEAR doesn't understand it. It's all over the place. Relevant locations:

Tilemap 1:
Left tile - $01B32E (originally EA)
Middle - $01B333 (originally EB)
Right - $01B33E (originally EC)

Tilemap 2 (there are both wooden and checkered platforms, not sure which is which):
Left - 01B344 (60)
Middle - 01B349 (61)
Right - 01B354 (62)
Right again, not sure when it's used but should keep the same value - 01B371 (62)

E0 is just three copies of A3 (see all.log $02AF35 for details). You can change that one. (But I'm not sure if STEAR supports that either...)


Well that only made it worse, and triple one is still the same:


(platform is empty/invisible at first, then tiles randomly changes to other sprites or something, I have no idea).

And STEAR only has the chain tile for the A3 sprite, and apparently its related to the ball 'n chain and its hardcoded too?

Guess I'll just have to use something else for the platforms then if they are hardcoded #ab{x_x} .
For sprite 63:
- $01B345, $01B34A, and $01B355 are for the 3 tiles that make up the wooden version of the sprite (by default: 60, 61, and 62)
- $01B372 should be set to the same thing as $01B355

For sprite A3:
- $02D7AA is for the chain tiles that aren't under the platform (by default: A2)
- $02D844 is 4 bytes, for the platform and the chain tile underneath it (by default: A2, 60, 61, 62)

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
For sprite 63:
- $01B345, $01B34A, and $01B355 are for the 3 tiles that make up the wooden version of the sprite (by default: 60, 61, and 62)
- $01B372 should be set to the same thing as $01B355

For sprite A3:
- $02D7AA is for the chain tiles that aren't under the platform (by default: A2)
- $02D844 is 4 bytes, for the platform and the chain tile underneath it (by default: A2, 60, 61, 62)

Thanks, triple platform works fine now, but the other one is still glitched.
Are the bytes before that back to what they were before? $01B344, $01B349, $01B354, and $01B371 should all be A9.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Are the bytes before that back to what they were before? $01B344, $01B349, $01B354, and $01B371 should all be A9.

Yeah, sorry about that, I forgot incrementing the address when copying it from all.log. I somehow expected him to use a hex editor and notice that there's no 60 there, and forgot that people don't really use hex editors anymore.
<blm> zsnes users are the flatearthers of emulation
Originally posted by imamelia
Are the bytes before that back to what they were before? $01B344, $01B349, $01B354, and $01B371 should all be A9.

Dunno what they were before but that did the trick, now they work like I wanted them to #ab{:D} .

Thank you both Alcaro and Imamelia #ab{:)} .
How do I lock player animation if he's touching a block? I mean just the graphics animation, not the movement.

Also, Is it possible to lock player from shooting fireballs and other types of projectiles, but without affecting the running? (since it uses the same buttons)?

Thanks in advance ~
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 84
  • 85
  • 86
Link Thread Closed