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Getting Custom Layer 3 to Work
Forum Index - SMW Hacking - SMW Hacking Help - Getting Custom Layer 3 to Work
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Okay, so this is something I've been struggling to get to work for a while now. I've read layer 3 tutorials and I could never get layer 3 to properly insert. I have an ExGFX with only 14 8x8 tiles (taking up the first two rows) and I save the file as 2kb. Would anyone be willing to explain in detail how to do this.
Layer3 is in 2bpp unlike regular graphics which are 4bpp. What this means is graphically they take up the same space but each pixel is either 2 bits or 4 bits which holds the color values, this is why Layer3 is limited to 4 color palettes (actually 3 + transparency but still). Save a file as 2kb but being 4bpp isn't going to work.
Oh yeah sorry, I do have it in 2bpp GB format
Well then what are your steps when you're trying to get it to work?
1. Quick Insert GFX and EXGFX into ROM

2. Enable Bypass for "Standard Layer 3 GFX for this level" and "Standard Layer 3 for this level

3.
- Set LG1 to ExGFX : 958

- "GFX tilemap File LT3" to ExGFX : 82 (Which is an empty ExGFX file)
(Putting in 958 would corrupt the 958 ExGFX file making it the glitched lines)


- "Destination for File" : Under Status Bar

- "File Size" : 0x800 bytes 256x256

4. I Build the Layer 3 in the Layer 3 editor

5. Save Layer 3 of Level and Submap

6. Then when going into the level it breaks.

Very rough draft of what it should look like: https://i.imgur.com/lzRCzMG.png

Result in Level: https://i.imgur.com/76XXbkH.png

P.S. - I don't know if this matters but the level is using a custom autoscroll that's slightly slower than the fastest one.
You want to use a 512x512 instead of a 256x256 tilemap since the latter is a quarter of the whole tilemap.

--------------------
Rest in peace, Near.
Okay so I changed it to 512x512, but now it looks like this

: https://i.imgur.com/zczZGSw.png

I tried fiddling around with the size of ExGFX 82 (Making it 0Kb, 2Kb, and 8kb) to see if that's the problem, but it didn't seem to help.
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