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The perfect HDMA gradient(parallax)

I was able to make the HDMA load after level began AND after I died. But when I was able to get a Game Over, the HDMA disables itself. Is there some way to make the HDMA stay there after I got the Game Over screen?
I used the uberASM patch, not the tool. I get some crashes with the tool.
I'd like to give you some advice: change RTS to RTL if you're using the tool.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Thanks, but I'm using the patch, not the tool.
Is there really no way to fix this?
Even though I'm going to waste some space, I guess copying the HDMA code both into the init code and main code fixes the problem altogether.
Still, I think it's worth a shot.
Edit: My method doesn't work.
I can't see exactly how the problem looks like, but I guess the effect is disappearing during the level fadeout to game over/time up, right? So, if it's that case, are you using Ice Man's HDMA 3.5 bugfixes patch? If yes, find these lines:

Code
CMP #$15						;\ Don't execute HDMA
BCS EndHDMA						;| if game mode over 15


Change #$15 to #$16 and test it (would test it myself but I'm from job so eh). If it works, that should be it.

However, if that doesn't work, then remove these lines. This way, the HDMA won't get disabled during game over/time up fadeout, but will stay active during the animation as well. So, to effectively disable that after the fadeout, put the following code in gamemode_init_17:

Code
STZ $0D9F
LDA #$80
STA $2100
STZ $420C


This way the effects should be disabled in there.
MK2TDS
Wow! That change worked! Big thanks, Blind Devil!
Or apply my latest HDMA version to fix more bugs or optimize priority for sprites. ;)

Link


Nevermind, it got removed because it was in XKAS format which is not accepted here but available to choose. Stupid.