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, BG2, BG3, LG3, LG4, LT3.
This is not compatible with any message box.
This is needs a status bar patch(eg Sprite Status Bar, Remove Status Bar, NSMB Wii Styled Status Bar, DKCR Status Bar.)
Fixed May 4, 2022: Now also compatible with Layer 3 status bar using HDMA.(eg. SMB3 status bar, MessageBox in Minimalist Status Bar + Goal Customizer)
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.
Fixed 4 May 2022: An error in the TIME UP and GAME OVER screen has been fixed. (The cause is that the LG2's transparent tile was overwritten. In this fix, LG2's transparent tile is not used, so there is no such error.) Also, the 8bpp version now uses BG2 and BG3 because it has been modified to be compatible with the MessageBox in Minimalist Status Bar + Goal Customizer.