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How to hide gates behind scenery?

Started by dewhi100, December 17, 2016, 05:12:46 PM

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dewhi100

I want to put gates inside the walls, but currently they sit on top. Is there any altering that?

EDIT: Whoops, found out the answer on my own. The walls in the room are rendered behind sprites. Samus shows up in front of them too. Noob mistake.

EDIT 2: It's apparently not that easy. Changing the walls' tile to foreground didn't help, the gate is still on top.

EDIT 3: I have a bad feeling that there is no simple way to do this, as the PLMs seem to completely overwrite the tiles they live on. Explains the name, at least.

benox50

Most of the PLMs appear on Layer 1. Its logic since they need to be somewhere visually,
so they just take the place of what was there on layer 1.

Quote58

#2
Quote from: benox50 on December 18, 2016, 01:21:11 AM
Its logic since they need to be somewhere visually,

That's a strange sentence, but to clarify what I think you're trying to say, item PLMS like expansions and equipment opt to simply put their gfx into the tile location on layer 1 in vram, alternating gfx on an animation loop, pretty much like animated tiles in tilesets do. This is different from other plms that draw with sprites, which allow you to choose layer priority, and draw on the sprite layer (which has a priority system of it's own).

As for your problem deqhi100, I suggest you try putting layer 2 tiles in the location of the plm, and set their layer priority to in front of samus. That ought to draw the layer 2 tile over anything in layer 1, drawing it over the plm gfx.


E: just checked, and what I suggested does in fact work. All you need to do is change the tile priority in the CRE table (that's where it's drawing the gate from), and the priority of the tile you want to have drawn over the gate. Now, be warned that this means you can only have gates that draw behind tiles. You don't have to put a tile on layer 2 behind it, but samus' sprite and beams will probably draw in front of the tiles.