Name: | Item Block Priority Mask |
Author: | Katrina |
Added: | |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch uses a sprite priority mask to put items behind item blocks. This means that they will no longer be obstructed by low-priority objects on Layer 1 or Layer 2, without having to change the item block Map16 to high priority. Most useful for hacks which use unusual subscreen/mainscreen settings for color math, since having Layer 2 on subscreen normally puts items behind the BG. |
Tags: | lorom needs remoderation priority sprite super fx |
Comments: | 7 (jump to comments) |
Download
900 bytes | 360 downloads
Comments (7)
get a sa-1 compatible version here
Big shoutout to LX5
get a sa-1 compatible version here
You mean “behind of blocks”.
in frontbehind of blocks without giving the block more priority.The reason I wrote "almost" is because it might cause OAM glitches. Specifically, SMW reserves only one OAM tile for sprite slots A and B each which is usually reserved for power ups (this don't happen if the power ups are spawned in a later slot but for that, slots A and B have to be filled in the first place).
You can 'fix' this by installing NMSTL but have to have it activated all the time (at least whenver power up blocks appear) because NMSTL causes the sprites to reserve OAM slots variable instead of hardcoded.
I believe it's a good idea to disable layer 1 when you spawn an item and see if there is a used block when the item pops out of the block. If there is a used block, the patch works as it should.