08-19-2018, 01:11 PM
(This post was last modified: 08-19-2018, 02:40 PM by RexyDallas.)
(08-17-2018, 04:56 PM)megamarc Wrote: As for the big scaling keyhole/circle transition, it should be interesting to load into an emulator and see what's happening. It acts as a vector layer, but I guess it's not the case, just what it looks like.
Perhaps they use some background priority trickery. IE: Step 1: keyhole, and other backgrounds, are behind Mario. Step 2: Other backgrounds are set above Mario, with a Keyhole-shaped cutout. Is this possible on an SNES?
Also, I have noticed a few quirks:
1. The enemies disappear when it shrinks.
2. The item at the top of the screen is also sucked into the keyhole.
3. It is rendered above the menu.
EDIT: I just reached a keyhole. When I disable all layers, including sprites, there is a blue color, and then the keyhole is there.
![[Image: 3NKXaPB.png]](https://i.imgur.com/3NKXaPB.png)
When I disable transparency effects, the color in the background disappears, or BG#2 disappears if it is enabled. When I disable clipping windows, the hidden sprites reappear.
Also, I found an article on SNES transparency, and another on windows.