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How to Insert Layer 3 Backgrounds
Forum Index - SMW Hacking - General SMW Hacking Help - Tutorials - How to Insert Layer 3 Backgrounds
Pages: « 1 2 3 4 5 6 7 8 »
Okay, I am actually a bit new on this terra stripe front, so this issue I have may be an easy fix. Though, that would be good too!

I have my layer 3 clouds all set up. Everything works great except for one thing. When items exit bricks and mario goes down pipes, the sprites appear behind layer 2 for a brief moment, although still above layers 1 and 3. Is there a fix for this?
I thought you had to do this:
Originally posted by SMWCentral.net's ROM map
Adress: 05431
SNES: $00: D231
Length: 5 bytes
Type: Graphics
Description: Change (A9 02 8D F9 13) to EA EA EA EA EA to remove Mario's priority when he's going down a pipe.

And then you let the pipe tiles have layer priority, I don't know if there's an easier way to do this though.

EDIT: Torchkas is a Goomba!
Last edited on 2012-01-06 05:36:16 AM by Torchkas.
Originally posted by Torchkas
I thought you had too do this:
Originally posted by SMWCentral.net's ROM map
Adress: 05431
SNES: $00: D231
Length: 5 bytes
Type: Graphics
Description: Change (A9 02 8D F9 13) to EA EA EA EA EA to remove Mario's priority when he's going down a pipe.

And then you let the pipe tiles have layer priority, I don't know if there's an easier way to do this though.

EDIT: Torchkas is a Goomba!

Well that may fix the Mario/Pipe issue, but that wouldn't do anything for the sprites exiting bricks. And now I found out that the castle BG flame sprite goes behind the layer 2 now as well, making the sprite useless. The fix must make all sprites layer priority over layer 2.
Though someone may correct me on this, I don't believe there's an immediate easy way to pull this off. You can fix items coming out of ? blocks by giving them layer priority in the map16 editor, but I don't know about the flame sprite.
Originally posted by Kipernal
Though someone may correct me on this, I don't believe there's an immediate easy way to pull this off. You can fix items coming out of ? blocks by giving them layer priority in the map16 editor, but I don't know about the flame sprite.

Well the mushrooms appear behind the layer 1 brick like normal, but also behind the layer 2 BG. That is, until it is out of the brick fully. That is when it acts normal.

Just for reference:

- Mushroom during animation -/- Mario entering pipe -

I messed with layer priority on both layer 1 and layer 2 with no avail. Is this common for Layer 3?
Try applying the patch named hdma.asm in here (you don't need to apply anything else, and you can delete everything after the priority fixes section if you're not going to use HDMA). I don't know if it will work, but it's an idea.
Originally posted by Kipernal
Try applying the patch named hdma.asm in here (you don't need to apply anything else, and you can delete everything after the priority fixes section if you're not going to use HDMA). I don't know if it will work, but it's an idea.

Well, that fixed the bricks issue (I have to give bricks priority, but that's not so bad). I can do what Torchkas suggested for Mario. As for the flames... I may just have to come up with a work around.

Thank you both for the assistance.

Edit: Okay, I actually can't use HDMA.asm. It causes my fireflower to "flicker" (though if I disable layer 2 and 3 in zsnes it stops). And when I have both a mushroom and feather on screen they seize to be visible. Disappointing. But there must be another way to fix this.
Last edited on 2011-12-31 03:01:20 AM by Yoshi Master.
I think that's probably a problem with the patch itself, but I'm not sure what. It might be worth asking over at General SMW Hacking Help or ASM & Related Topics.
There is an updated version of hdma.asm here.

Also, one question, is layer 3 incompatible with addmusicM? I tried to have layer 3 in two addmusicM roms (my hack and a port test rom) but the patches just does nothing, everything is normal when I change the gfx for layer 3.
Originally posted by Masterlink
Also, one question, is layer 3 incompatible with addmusicM? I tried to have layer 3 in two addmusicM roms (my hack and a port test rom) but the patches just does nothing, everything is normal when I change the gfx for layer 3.


They're both compatible; I've done it before. I'm not sure what could be causing the patches not to work, though...make sure you're setting the free space for the patches below bank $40 and see if that changes anything.
I have a question, is this compadible with LM 1.90 and higher?
Layer3ExGFX.asm are compatible only with LM 1.90-, due the new smkdan's VRAM patch.
Originally posted by JowTH
Layer3ExGFX.asm are compatible only with LM 1.90-, due the new smkdan's VRAM patch.


Not exactly true, I made this level in LM 1.91 and as you can see, it has layer 3.


Originally posted by Kipernal
They're both compatible; I've done it before. I'm not sure what could be causing the patches not to work, though...make sure you're setting the free space for the patches below bank $40 and see if that changes anything.


I used 0x228000 for Layer3ExGFX.asm, 0x238000 for stim.asm and 0x248000 for sprite status bar, but works now, I ported the rom to a clean one.


Edit: what do you mean by "bank $40"?
Last edited on 2012-01-06 09:53:15 AM by Masterlink.
Originally posted by Masterlink
Edit: what do you mean by "bank $40"?


When you look at the ROM/RAM map, you see addresses $XX:YYYY - $XX is the bank. When you expand the ROM, it gives you a lot more freespace to work with. However, using freespace above bank $40 tends to cause issues, so you shouldn't do so.
If I wanted to create my own layer 3 ExGFX rather than rip them, what format would I use in yy-chr?

I know the file has to only use 3 colors plus transparency, but is there specific slots in the palette row I'm supposed to use? I tried the last 3 colors (plue the first for transparency) in 4bpp snes format but it didn't work.
In YY-CHR the correct setting for that is 2BPP GB.
Last edited on 2012-02-18 01:43:11 AM by Kipernal.
(Almost a month-old thread bump ugh)

Hi there, I've been trying to rip that Layer 3 from SMB2 SMAS in the second section of the first level (after falling). I am however stuck at this step:

Originally posted by Tutorial
12.Rip the layer 3 background's graphics. The best way to do this is to open up your save state with YY-CHR, and then to find the background's tileset. Once you've found it, paste it into a 2kb ExGFX file (it MUST be 2kb, not the normal 4kb! If you need a 2kb file, export SMW's default graphics in Lunar Magic, making sure to not use joined GFX files. Files 28, 29, 2A, and 2B are all 2kb; paste the new graphics over the old and save it as an ExGFX file.).


I know I have to set the mode thingy in YY-CHR to 2BPP GB to get it right, but no matter how hard I search, I can't find the right graphics. Scrolling up, scrolling down, nothing. Sometimes I see some familiar stuff, but nothing looking like clouds.

Link to the past the savestate.

EDIT: K' ignore this I got it.

EDIT2: By the way, awesome tutorial you got there, Kipernal!
Last edited on 2012-03-09 09:45:03 AM by King Dedede.
I'm trying to do a DKC toxic-tower type thing with layer 3 and there are some general issues that I think would do well to be answered here.

When I inserted my layer 3 and scrolling code, I noticed that layer 3's x and y position are not level dependent (absolute) but in fact camera dependent. Is there any way to give layer 3 definite coordinates so it doesn't follow/scroll relative to the camera?

Also, any modifications to $22 and $24 don't seem to work for me in levelasm. I'm not sure why this is, but it seems to be okay to change them with a generator, unless both $22 and $24 are modified during the same cycle. That may just be me, but I thought I'd put that out there, and also ask for a possible workaround. Is there any code that could scroll layer 3 diagonally without screwing it up?
Originally posted by jesus
When I inserted my layer 3 and scrolling code, I noticed that layer 3's x and y position are not level dependent (absolute) but in fact camera dependent. Is there any way to give layer 3 definite coordinates so it doesn't follow/scroll relative to the camera?


Sort of. You have to keep in mind that, unless you modify the tilemap as the level progresses, you can only allow the background to progress so far off the screen. Knowing that, just set the layer 3 positions to be relative to the layer 1 positions, and limit them as necessary.

Originally posted by jesus
Also, any modifications to $22 and $24 don't seem to work for me in levelasm. I'm not sure why this is, but it seems to be okay to change them with a generator, unless both $22 and $24 are modified during the same cycle. That may just be me, but I thought I'd put that out there, and also ask for a possible workaround. Is there any code that could scroll layer 3 diagonally without screwing it up?


It should work just fine, so there's probably some code somewhere that's overwriting it. You can either fire up the debugger of your choice and see when $22 or $24 are being written too, or you can experiment with different level settings using trial and error to see if anything is causing a conflict.
Originally posted by Kipernal
Sort of. You have to keep in mind that, unless you modify the tilemap as the level progresses, you can only allow the background to progress so far off the screen. Knowing that, just set the layer 3 positions to be relative to the layer 1 positions, and limit them as necessary.


I dont really understand what you mean by "set layer 3 to be realative to layer 1". How would i do that? Could you provide an example?
Pages: « 1 2 3 4 5 6 7 8 »
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