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Beach

SMW Graphics → Beach

This file is obsolete. The latest version is Beach. For other versions, check the version history.

Submission Details

Name: Beach
Authors: Hayashi Neru, Ladida
Added:
Version History: View
Type: Original
Purpose: Background
Slots Used: BG1, BG2, BG3, LG1, LG2, LG3, LG4
Palette Row(s) Used: 0, 1, 3, 4
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.

Fixed 29 Sep 2021: Now available in levels with intro, and Earthquake effect applied to foreground.
Tags: beach patch needed
Comments: 12 (jump to comments)
Download 18.83 KiB | 102 downloads

Screenshots

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Comments (12)

Anas From older version: Beach Link
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
Hayashi Neru Author From older version: Beach Link
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.
Anas From older version: Beach Link
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.
Hayashi Neru Author From older version: Beach Link
Originally posted by HammerBrother
Woah, what tool are you using on screenshot #2?

YY-CHR. After working with Mode 7, I converted to Mode 3 8bpp with BPP++.
This screenshot is from the file before conversion.
HammerBrother From older version: Beach Link
Woah, what tool are you using on screenshot #2?
Hayashi Neru Author From older version: Beach Link
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.
Anas From older version: Beach Link
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.
Hayashi Neru Author From older version: Beach Link
※ When using this background, the priority of the pipe tiles that can enter/exit and have plants containing Piranha plants/Lakitus must be set to On. Otherwise the sprite will not be obscured. And don't use goal/keyhole

(If possible) I plan to submit a new update if this issue is resolved later.

A new version with the currently converted version of 4bpp has been uploaded.
 Anorakun From older version: Beach Link
Attention, users. The background will appear glitched out in Lunar Magic, but it works properly, as long you follow the proper instructions included in the readme. PLEASE READ THE INSTRUCTIONS. I beg you, because this graphic in particular it's not "just insert the GFX in the rom and it will be fine"., you really need to do two additional steps before inserting it.

This background is very large, which is amazing. I removed the 8bpp tag, since it's not quite common seeing backgrounds using mode 3 . 8bpp stuff.
Hayashi Neru Author From older version: Beach Link
Originally posted by Darkbloom
Whoa, does this mean you figured out the glitching problem?

Tested on a clean ROM, no glitches.
Vivian Darkbloom From older version: Beach Link
Whoa, does this mean you figured out the glitching problem?
Hayashi Neru Author From older version: Beach Link
Edited July 9, 2021: some code fix. Thanks to  Ladida for the help.