# - A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z
Animated Overworld Tiles
Category SNES
Game
Section
Miscellaneous
Submitter Barack Obama
Size 16.02 KB (432x560)
Format PNG (image/png)
Hits 4,133
Comments 8

Animated Overworld Tiles
Previous Previous Sheet | Next Sheet Next

You must be logged in with an active forum account to post comments.
Avatar
Sep 3, 2023, 7:08 PM
@Doc von Schmeltwick: As someone who's currently working on a ROM hack of SMB3 (NES), I can tell you that they are in fact not separate. One of the first things I did for my hack was alter the palette of the World 1 map, and upon changing the color of the background (technically the ground since it's in a top-down view), the background color underneath the dancing hills didn't change. After looking at the sprites for the dancing hills in the data, I found that the devs (or artists, I guess) actually filled in the empty space with the color of the ground. No clue why they did this, but they sure as hell did.
Avatar
Sep 2, 2023, 4:43 AM *
Changed the note for the blue dot since it also appears in world 4.
Avatar
Aug 30, 2023, 11:25 AM *
Hmm, I see. So my last guess would be that this is for backwards compatibility reasons. The game's code relies on it having one layer only in this area and modifying it to revolve around two layers could unintentionally break something.

You interact with the layer one frequently, like when you destroy a fortress, animated tiles, etc. I guess Mario's ability to move or not to move in the map relies on layer one's tiles too. Changing that to revolve around two layers could end up unintentionally breaking something in a game that's technically already finished. That would be hard to spot during development too, as they would need to replay the entire game.

The ground being textured on the same layer is probably just a way to improve the graphics without needing to add another whole layer.

But I could be wrong, though. This is just a guess.
Avatar
Aug 29, 2023, 11:12 AM
On the NES version, they are technically separate, by virtue of the solid color they are on being the transparent background. In this game, the ground is textured, so they can't do that.
Avatar
Aug 29, 2023, 8:15 AM
I would say that's probably a side-effect of this being a NES port.
Avatar
Aug 28, 2023, 7:35 PM
It's all on the same layer.
Avatar
Aug 28, 2023, 4:34 PM
Don't the hills and castles and such exist on a separate layer from the ground behind them? I thought they did, could be wrong.
Avatar
Aug 28, 2023, 3:49 PM
Added the fortress from world 8 and the blue dots from world 3.
This page does not work well in portrait mode on mobile. Please rotate your device.
Revise
Report
Switch to Dark Theme
Switch to Text Mode
Click to show NSFW Content
Click to toggle list of pending sheets
Click for a random sheet!