NSMBe's slope tile object previewer tends to be somewhat touchy, only really accurately rendering slope setups used in the retail game, so I made this thread to try and give a broad overview of how the control tiles n things used in slopes work— those being control tiles 80 through 85 as well as control byte 4.
Slope control tilesThese make the tiles tile all diagonal-y.
80 --- Tiles up right starting from bottom left; examples:
81 --- Horizontal flip of 80; Tiles up left starting from bottom right; examples:
82 --- Vertical flip of 80 (this also flips fill-in tiles); Tiles down right starting from top left; examples:
83 --- Vertical flip of 81 (this also flips fill-in tiles); Tiles down left starting from top right; examples:
Slope fill-in tilersThese tile tiles relative to the diagonal-y tiles.
84 --- Slope fill-in tiler above (seemingly unused); examples:
(as you can see control tiles 82 and 83 cause it to effectively tile below)
85 --- Slope fill-in tiler below; examples:
(as you can see control tiles 82 and 83 cause it to effectively tile above)
Additionally, you can use both tilers 84 & 85 at the same time:
would prolly be useful for slopes thatre meant to have bg tiles under them
Control byte 4As far as I can tell, this makes the tile only tile once horizontally. It doesn't have any sort of icon in NSMBe, so I've given it a green diamond. Examples:
While I'd imagine the practicality of all this is probably offset by the confused in-editor previews, hopefully this might still be useful in making smarter or easier-to-use slope tile objects.
|