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Layer 3 Interacting As Water
Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Layer 3 Interacting As Water
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I'm having some trouble getting Layer 3 to act as water.

I have Layer 3 set to position Y = $0100 with vertical scrolling and horizontal scrolling disabled. I've tried to use $75 and $13AF which sets the flags and got all of that working correctly but I feel like I'm missing something else.
Assuming a horizontal level, do you have water on screens 10-1F?


The tides automatically shove water on those screens when the level loads, but if you're doing something more customized than those, you'll have to put water there yourself.
I do have a horizontal level and I don't have water on 10-1F. Do I shove the water everywhere on 10 and on?

EDIT: I tried to do that but it doesn't work. This is a custom Layer 3 inserted with Racing Stripe/Xkas/Layer3ExGFX.
Last edited on 2012-04-04 06:40:44 PM by cstutor89.
Yeah, the tides fill the entire bottom subscreens with tile 0000 (water). Make a tide level 1F screens long and swim over; you'll see it.

If you do the same, it'll act the same. 'Course that assumes you're activating layer 3 collision correctly in the first place.
Okay, I've filled Screens 10-1F with Tile 0000. What do you mean by activating layer 3 collision? How do you go about doing that?
Well, first the high bit of $5B needs to be set, which activates layer 2 collision.

Next $1403 needs to be set to a non-zero value. This activates layer 3 collision instead of 2.



Do note that without some hex editing, layer 3 water will always push the player left, as it does in a tide level. If you don't want that to happen, you'll have to mess with part of Mario's interaction routine.
I tried the code above but it just kills Mario when I'm in the level. Is it better to have Layer 2 act as water or keep trying to get this Layer 3 to act as water?
Layer 2 will be a million times easier.
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