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Details for Beach
SMW Graphics - Beach Link - Show random
File Name: Beach
Added:
Version History: View
Authors: Hayashi Neru, Ladida
Type: Original
Purpose: Background
Description: It was submitted for Summer C3 2021 Content.

8bpp version is using Mode 3, and the background uses a direct color mode, so there is no palette file and it is not affected by the level's palette.
This background uses BG1, LG1, LG2, LG3, LG4, LT3.
This is not compatible with any message box.
This is needs a status bar patch that does not use layer 3.(eg Sprite Status Bar, Remove Status Bar, NSMB Wii Styled Status Bar, DKCR Status Bar.) Status bar patches that use layer 3 are not available.(eg. SMB3 status bar)

It also uses UberASM, part of this code was written by  Ladida

The background scrolling rate uses that of layer 3. (This background is layer 1, not layer 2 or 3, and the foreground is layer 2.)
※ When using 8bpp background, the priority of the pipe tiles that can enter/exit and have plants containing Piranha plants/Lakitu must be set to On. Otherwise the sprite will not be obscured. And do not put goal and key here.


4bpp version is need palette file, using 0, 1, 3, 4 palette. and this using BG1, BG2, BG3
The 4bpp 512×1024 version only needs UberASM without the status bar patch, the 4bpp 512×512 version does not use any ASM.

If you need to use more palettes for the foreground, use the 8bpp version, otherwise use the 4bpp version.
Tags: beach, patch needed
Download: Download - 22.02 KiB
14 downloads
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Anas
Originally posted by Hayashi Neru
Originally posted by Anas

I see. Also, does the 4bpp variant of the BG get rid of the whole layer 3 tilemap? I looked into the code and it's not super complicated.

The 4bpp version does not remove layer 3.


Nice
Posted by: Anas - | Link
Hayashi Neru
Originally posted by Anas

I see. Also, does the 4bpp variant of the BG get rid of the whole layer 3 tilemap? I looked into the code and it's not super complicated.

The 4bpp version does not remove layer 3.
Posted by: Hayashi Neru - | Link
Anas
Originally posted by Hayashi Neru
Originally posted by Anas
This is very cool! How'd you make the tilemap for the BG in the first place? I'd like to know so I can edit it for myself.

Draw from YY-CHR to SNES Mode 7, then converted from bpp++.
Also, I made Map16 by looking at the Bin file.


I see. Also, does the 4bpp variant of the BG get rid of the whole layer 3 tilemap? I looked into the code and it's not super complicated.
Posted by: Anas - | Link
Hayashi Neru
Originally posted by Anas
This is very cool! How'd you make the tilemap for the BG in the first place? I'd like to know so I can edit it for myself.

Draw from YY-CHR to SNES Mode 7, then converted from bpp++.
Also, I made Map16 by looking at the Bin file.
Posted by: Hayashi Neru - | Link
Anas
This is very cool! How'd you make the tilemap for the BG in the first place? I'd like to know so I can edit it for myself.
Posted by: Anas - | Link

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