Originally posted by ChrillePan1. If I change the background in Level 106, does it effect other levels with the same background?
As seen in a lot of hacks, there is no selected background to chose from, the background data is all stored into the level (it does for SMW's levels but Lunar Magic changes that for obvious reasons, of course).
Originally posted by ChrillePan2. How do I add a custom look for a tile? E.g. my own version of a death block or a block for blocking Mario but not Sprites. I knew how to add the behavior and it works, but not how to add custom "looks" to it.
That requires two parts: The graphics and the Map16 tiles but the latter is more important as it only then gives a block its looks. You can edit the latter at
.
Originally posted by ChrillePan3. Is their a description of which colours in the palette effect the sprites, foreground, background etc.?
There is an image in
Helpful Diagrams which shows how you should prefarably remap the colours but it isn't accurate how SMW handles the palette.
As such, here is a short description what SMW uses what: Palettes 0 and 1 contain the colours for backgrounds (layer 2 and 3) but also the status bar, palettes 2 and 3 is used for local foreground colours, palettes 4-7 for misc foreground tiles (including but not limited to ?-blocks, pipes and goal posts). For sprites, only palettes E and F are local to the level whereas the rest is global and Mario (whose colours are dynamic) uses palette 8.
The second half is mostly unused as SMW uses graphics with a limited palette (up to the point where SMW stores them as 3bpp i.e. each tile can take only 8 colours). Only the Status Bar (due to the way how the SNES handles layer 3 colours), berries (whose colours are hardcoded to be on the second half) and Mario (whose graphics are fully 4bpp and can therefore use the full palette).
There are some exceptions, though. For example, Ghost House spikes use background colours whereas the clouds in some backgrounds use palette 4 i.e. a foreground colour.
However, there is one case where the SNES itself (thus also SMW) makes almost no exception: The first half is used by backgrounds only (i.e. layer 1 to 4) whereas the latter by objects (i.e. sprites) (there is one exception but it doesn't apply for SMW).