Page 1 of 1

How in ASM do I change layers - Layer 3 to Layer 1 or 2.

Posted: Fri Mar 28, 2008 7:28 pm
by Hamtaro126
I am creating a SMW hack. I am not using layer 2 backgrounds, Because I am making a couple (or a few) NES to SNES conversions to SMW with the available ASM hacks.

I am doing Super Mario 1, Doki Doki Panic/Super Mario 2 (US), and Hebereke/Ufouria in SMW's engine with a mix of Sprite Tool (SMW sprite creator), Lunar Magic (Custom Levels), and Addmusic (a MCK-based SMW SPC music converter). My ASM hacks and other people's ASM hacks (Patches and Xkas-compatible 65816 SNES ASM).

But I First need help dealing with a SNES thing that I could not hack: Layer Porting/Transfer/Modification. I wanted the Status Bar to be in layer 2. or try to figure out how SMB3 (Snes-AllStars version) to get a new working status bar with 16 colors instead of 4 colors

Tell me how to switch layers, Please? I looked at Romhacking, SMW Central and SMWiki and does not have the info that can help.

Posted: Fri Mar 28, 2008 8:10 pm
by kyuusaku
When I ported Unreal Tournament with a mixture of Donkey Kong Country and a hint of Tony Hawk to SNES,

lda status_bar
sta layer_2

worked wonders for me but I linked my game with a library I got from my friend's elite secret ASM hacking site so I can't give it out sorry.

Posted: Fri Mar 28, 2008 8:31 pm
by Hamtaro126
kyuusaku wrote:When I ported Unreal Tournament with a mixture of Donkey Kong Country and a hint of Tony Hawk to SNES,

lda status_bar
sta layer_2

worked wonders for me but I linked my game with a library I got from my friend's elite secret ASM hacking site so I can't give it out sorry.

Is there any chance that you can ask ''Your Friend'' to give me a copy? If not, Please tell him to at least release a document on how to do such a thing, please?

-Hamtaro126

Posted: Sat Mar 29, 2008 2:19 am
by Bregalad
Well, if I remember right the SNES have "map base pointers" so that's it's easy to interchange layers, as long as they're compatible.
However, I guess in mode 1 (wich is very probably what you're using) layer 3 is 2BP and layer 1&2 are 4BP, so you'll have to insert blank bitplanes "manually" in the tiles that form the status bar for it to work.
As for SMB3 in all stars, I guess the status bar works with IRQs just like it does on the NES.
An alternative would be to use H-DMA, but you'll be using a lot of DMA channels to change both horizontal and vertical scrolling, plus possibly map-base and tile-base, and only once, so the IRQ method sounds better.

Posted: Sat Mar 29, 2008 8:57 am
by dXtr
kyuusaku wrote:When I ported Unreal Tournament with a mixture of Donkey Kong Country and a hint of Tony Hawk to SNES,

lda status_bar
sta layer_2

worked wonders for me but I linked my game with a library I got from my friend's elite secret ASM hacking site so I can't give it out sorry.
But isn't there a problem to create a cart for that? I've heard that you need at least two flux capacitors serial connected on the board to make elite code to work, and have you seen the prices on one of those on eBay?