I don't know if I found something new or something, but here me out.
If I use the layer 2 on/off switch and I let the layer 2 stuff come down and fall down to the floor the switch then goes to the ON position.
While in this position when Mario spin jumps he doesn't make the normal noise he usually does, but instead it goes "kaboom" like a ground pound. The same noise happens when I collect coins on layer 2 as well.
Because the only condition for this sound effect to play is for Layer 2 to be at its lowest point, it ends up storing every single frame. So, whenever $1DFC is updated with a new sound effect (e.g. by spinjumping or collecting a coin), it promptly gets overwritten by the smash sound effect.
So, from what I understand, there are four ExAnimation slots each (not counting Global ExAnimation) that can work with each other because they run on the same frame. Now, what do I do if want to have more than four tiles synch with each other?
As stated in the description of the sprite pack, Romi's sprites use a couple of patches for shared subroutines (SubOffScreen.asm and GetDrawInfo.asm), as well as a file called definition.asm to read the location of those patches. Do you have the patches applied, and definition.asm in the Spritetool folder?
press -> in the ExGraphics folder create a file called ExGFX###.bin (with ### being any number from 80 - FFF (int hex)). -> Press .
-> File -> Layer 3 submap -> Load layer 3 submap -> select map -> edit as you like -> save -> In the dialog, in the first box, search for the file you created earlier (the ###). Leave everything else -> Ok.
press (still in OW editor) -> select map you want custom border on in top box -> check "Enable bypass of standard layer 3 tilemap for this submap" -> select your ### again in the first box (GFX tielamp file) -> click OK -> done.
(repeat that last process for every map you want that custom border on, just changing the slot in the first box)
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I have already posted a new thread with a question so is it obsolete to ask the question here too? Also my apologies for making so many threads I should have posted the more simple questions here.
But anyway, I have a level that uses the layer 2 smash 3 sprite (E9). Its the same sprite that's used in the fifth room in bowser castle. It acts like it supposed to but when I enter the level in screen A the layer 2 smash acts like layer 2 smash 2 (the one in valley Fortress). In LM both sprites in screen 0 and A are layer 2 smash 3.
(The reason I have the same sprite in screen A is because you can enter the level in screen A too. Also when I enter from screen 0 the layer 2 smash stays the same, it does not change when I reach screen A)