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Enabling layer priority in a vertical level...possible or impossible?

Okay, I'm not that sure that this belongs in this forum or the Basic SMW hacking forum, but here goes anyway.

I just started to make a vertical level with a bunch of tiles that have layer priority enabled (I use this for the snow levels in my hack, this one happens to have snow in it), but when I began to test the level, I noticed that the player and sprites still aren't partially hidden by the ground tiles, in other words, it seems like enabling layer priority on a vertical level can't be done.

If I'm wrong, and there is possibly an address I can change in a hex editor to fix this problem, could someone let me know, please?

Thanks in advance as always.
As far as I know, it is impossible to have layer priority in a vertical level.
I don't see any reason why you couldn't hack it to enable layer priority. Layer priority is a feature of the graphics hardware. How easy it would be, I have no idea.
Hmm, well, I just played a vertical snowy area in one of Anikiti's hacks, I guess he wasn't able to have layer priority enabled there, either.

Maybe one of the moderators here may have more insight on this one. 'shrugs'
If you meant the normal vertical level (level mode 0A), change 1 byte [30] at 0x286C1 to [20].

The table for Sprite layer priority starts from 0x286B7. You can modify it for other level mode as well.
Originally posted by Romi
If you meant the normal vertical level (level mode 0A), change 1 byte [30] at 0x286C1 to [20].

The table for Sprite layer priority starts from 0x286B7. You can modify it for other level mode as well.


Hey, thanks for the tip, Romi, I really appreciate it.

One question, will this affect other vertical areas I made in my hack that I kept layer priority disabled on, or will they not be affected once I change the byte you gave me?
If you set the byte to 20, priority-thing works like a horizontal level; if priority disabled, sprites go in front of stuff, otherwise go behind.
So, it's not that sprites always go behind even if you set it to 20.

And yes, it will affect all levels with the "same level mode".
Okay, I got this 'partially' working, in the level I'm currently working on, Hopping Flames and Koopa Paratroopas can go behind the objects I have layer priority enabled on, but Amazin' Flyin Hammer Brothers and their platforms cannot, for some reason (these are the only sprites I've used in the level so far in the line of enemies), is there another address I can change to make the latter two sprites go behind objects that have layer priority enabled?
Several sprites are always on top of anything, even when it has layer priority - Bullet Bills (I think) and Banzai Bills are some others. I'd love to know how to change this, too, but in some instances it might not always be practical.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Originally posted by andy_k_250
Bullet Bills (I think)


No. They go behind lava (when I tested them).
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Hmm, I used an Amazin' Flyin' Hammer Brother in one area of a previous level, and a bunch of Banzai Bills in another area of the same level, and yeah, I did happen to notice they both ignore the layer priority.

In the case of the Amazin' Flyin' Hammer Brother, it's a bit annoying, but it's perfectly okay with the Banzai Bills, I mean, if they were partially hidden by the object tiles that have layer priority enabled, they wouldn't look as good IMO.

I'm just wondering if anyone has a list of what other sprites are unaffected by layer priority, and if there is a way that through hex editing, any of those enemies could be changed to be able to go behind layer priority enabled objects?
Like andy_k_250 said, there are sprites like you mentioned. I guess these sprites basically don't use RAM $64 (priority-bit for sprites is stored) and load their property contains priority-bit from ROM directly.

to fix your problem :

for Amazin' Flyin' Hammer Brother
change 1 byte at 0x15D1F [37] to [27]

for the Platform
change 8 bytes at 0x15E27 [32 32 72 32 32 32 72 32] to [22 22 62 22 22 22 62 22]

(and for Banzai Bill
change 0x10 bytes at 0x157E4 [33 33 33 33 33 33 33 33 33 33 33 33 33 33 B3 B3] to [23 23 23 23 23 23 23 23 23 23 23 23 23 23 A3 A3])