Author Topic: Z Order of background tiles.  (Read 15187 times)

Akari

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Re: Z Order of background tiles.
« Reply #25 on: 2007-02-07 13:42:23 »
Looks like I arrived in the thread too late to have saved you the effort of having to guess all of that the hard way.
Ah well.

There are two things left that I don't understand.

1) As you can see on my picture of DEL3 (beach on Costa Del Sol) the 4th layer are 16 pixels higher than bottom of picture. Why? There are no BGSCR in DEL3... maybe background 4 always 16 pixels lower than others?

2) There one byte left in animation set that I don't understand. There is byte that define animation group.... BUT! sometimes it has 1st bit set.... sometimes not. I don't inderstand what this bit do. (0x02 and 0x82 seems the same animation to me)

Maybe you can help =)

« Last Edit: 2007-02-07 13:50:19 by Akari »

Synergy Blades

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Re: Z Order of background tiles.
« Reply #26 on: 2007-02-07 14:35:27 »
Quote
Looks like I arrived in the thread too late to have saved you the effort of having to guess all of that the hard way.
Ah well.

But isn't life about the journey?  :-)

Quote
2 Synergy Blades: could you tell me names of location that uses BGPDH?

crater_1: (crater,32)

del3: (wave,32)

hill: (sky,32)

hill2: (sky,32)

junair: (hw,32) (hw_lg,32)

junonl2: (smoke0,1) (lift,1)

junonr2: (door,2) (door,32) (smoke0,1) (lift,1)

las1_1: (blue,32) (green,32) (orange,32)

loslake1: (CASCADE,1)

trnad_3: (wind,32)

trnad_4: (steam1,1)

ujunon2: (waves,32)

ujunon3: (wave,32)

woa_1: (try,32)

woa_2: (try,32) (try,32)

woa_3: (try,32) (try,32)

zcoal_1: (bridge,32)

zcoal_3: (mount,32)

ztruck: (vier,32) (vier,32)

32 just means it's the last script in that entity.