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Item Block Priority Mask by Katrina
Forum Index - Valley of Bowser - Moderation Questions - Patches - Item Block Priority Mask by Katrina
Pages: « 1 »
File Name: Item Block Priority Mask
Submitted: by Katrina
Obsoletes: Item Block Priority Mask
Authors: Katrina
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch uses a sprite priority mask to put items behind item blocks.

This means that they will no longer be obstructed by low-priority objects on Layer 1 or Layer 2, without having to change the item block Map16 to high priority.

Most useful for hacks which use unusual subscreen/mainscreen settings for color math, since having Layer 2 on mainscreen normally puts items behind the BG.

This patch requires the No More Sprite Tile Limits patch (or something like it). If NSTL is not enabled (i.e. your sprite header setting is set to something other than 10), the mask effect will not be used.
Screenshots:
Identical file so it seems like you forgot to submit the updated version.

--------------------
Okay, my layout looks ugly.
File Name: Item Block Priority Mask
Submitted: by Katrina
Obsoletes: Item Block Priority Mask
Authors: Katrina
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch uses a sprite priority mask to put items behind item blocks.

This means that they will no longer be obstructed by low-priority objects on Layer 1 or Layer 2, without having to change the item block Map16 to high priority.

Most useful for hacks which use unusual subscreen/mainscreen settings for color math, since having Layer 2 on mainscreen normally puts items behind the BG.

This patch requires the No More Sprite Tile Limits patch (or something like it). If NSTL is not enabled (i.e. your sprite header setting is set to something other than 10), the mask effect will not be used.
Screenshots:
Mask effect doesn't works on sa-1 rom, despite tag being present, meaning it should be compatible with it. That's because sprite tables are remapped to a different locations, so simply adding !addr doesn't works. You can check SA-1's "sprite remap" in docs folder to see sprite table remaps.

It also refuses to patch on Super-FX rom, but that's because of Asar bug - replace sfxrom with sa1rom, and it'll insert correctly.

Also, there's a visual glitch where masking sprite is still being shown if p-switch is pressed and used block is turned into coin, though I don't think it's easy to fix. You can put warning about it somewhere in description.
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - Patches - Item Block Priority Mask by Katrina

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