Name: | Beach |
Authors: | Hayashi Neru, Ladida |
Added: | |
Version History: | View |
Type: | Original |
Purpose: | Background |
Slots Used: | BG1, BG2, BG3, LG3, LG4 |
Palette Row(s) Used: | 0, 1, 3, 4 |
Description: | It was submitted for Summer C3 2021 Content. 8bpp version is using Mode 3, and the background uses a direct color mode, so there is no palette file and it is not affected by the level's palette. This background uses BG1, BG2, BG3, LG3, LG4, LT3. This is not compatible with any message box. This is needs a status bar patch(eg Sprite Status Bar, Remove Status Bar, NSMB Wii Styled Status Bar, DKCR Status Bar.) Fixed May 4, 2022: Now also compatible with Layer 3 status bar using HDMA.(eg. SMB3 status bar, MessageBox in Minimalist Status Bar + Goal Customizer) It also uses UberASM, part of this code was written by Ladida The background scrolling rate uses that of layer 3. (This background is layer 1, not layer 2 or 3, and the foreground is layer 2.) ※ When using 8bpp background, the priority of the pipe tiles that can enter/exit and have plants containing Piranha plants/Lakitu must be set to On. Otherwise the sprite will not be obscured. And do not put goal and key here. 4bpp version is need palette file, using 0, 1, 3, 4 palette. and this using BG1, BG2, BG3 The 4bpp 512×1024 version only needs UberASM without the status bar patch, the 4bpp 512×512 version does not use any ASM. If you need to use more palettes for the foreground, use the 8bpp version, otherwise use the 4bpp version. Fixed 29 Sep 2021: Now available in levels with intro, and Earthquake effect applied to foreground. Fixed 4 May 2022: An error in the TIME UP and GAME OVER screen has been fixed. (The cause is that the LG2's transparent tile was overwritten. In this fix, LG2's transparent tile is not used, so there is no such error.) Also, the 8bpp version now uses BG2 and BG3 because it has been modified to be compatible with the MessageBox in Minimalist Status Bar + Goal Customizer. |
Tags: | beach patch needed |
Comments: | 12 (jump to comments) |
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Comments (12)
I see. Also, does the 4bpp variant of the BG get rid of the whole layer 3 tilemap? I looked into the code and it's not super complicated.
The 4bpp version does not remove layer 3.
Nice
I see. Also, does the 4bpp variant of the BG get rid of the whole layer 3 tilemap? I looked into the code and it's not super complicated.
The 4bpp version does not remove layer 3.
Draw from YY-CHR to SNES Mode 7, then converted from bpp++.
Also, I made Map16 by looking at the Bin file.
I see. Also, does the 4bpp variant of the BG get rid of the whole layer 3 tilemap? I looked into the code and it's not super complicated.
YY-CHR. After working with Mode 7, I converted to Mode 3 8bpp with BPP++.
This screenshot is from the file before conversion.
Draw from YY-CHR to SNES Mode 7, then converted from bpp++.
Also, I made Map16 by looking at the Bin file.
(If possible) I plan to submit a new update if this issue is resolved later.
A new version with the currently converted version of 4bpp has been uploaded.
This background is very large, which is amazing. I removed the 8bpp tag, since it's not quite common seeing backgrounds using mode 3 . 8bpp stuff.
Tested on a clean ROM, no glitches.