Originally posted by VanyaSo what would be the best way to implement this? Coding a generator?
That'd be fine. I do my layer manipulation in levelasm. Bout the same thing.
QuoteCould you show me an example Code for this (could be even wrong numbers, I just don't get how to work with it) and must I patch this with Xkas or how?
A generator or levelasm will work.
Code
LDA #$3F ; enable translucency on layer 3
STA $40 ;
LDA #$02
STA $44
LDA #$1B ; Set layer 3
STA $212C ; Set it to sub screen
LDA #$04
STA $212D
$40 is the SMW mirror of $2131. It's applied below the status bar. #$3F does color addition on every layer, including sprites and stuff.
$44 is the SMW mirror of $2130. Also applied below the status bar. #$02 makes it use the subscreen, instead of a fixed color (instead of using the background color).
$212c and $212d do not have mirrors that are applied during a regular level, so I just wrote to them directly. Don't do this with registers that are mirrored and applied by SMW
Code
212c wb+++- TM - Main Screen Designation
212d wb+++- TS - Subscreen Designation
---o4321
1/2/3/4/o = Enable BG1/BG2/BG3/BG4/OBJ for display
on the main (or sub) screen.
(objects are sprites)
I cleared the 3rd bit in $212C to remove layer 3 from the main screen. I then set the 3rd bit in $212D to place layer 3 on the subscreen and no other layer.