Originally posted by IsaacI'm planning on adding HDMA to my hack, but I need to know some things.
1. What order do I use the HDMA kit and Addmusic to get both working in the same rom? (yes, I'm starting with a clean rom)
2. Am I able to change the HDMA effects for a level whenever I want? Or will I have to switch to a new rom?
3. Are there any problems caused by the HDMA patch that I will have to fix later myself? Like how you have to fix the pow/star glitch after inserting music?
Thanks
In case you haven't tried it yet, I sure can help you out with some more information, since I'm using both addmusic and HDMA in TRSPR.
1. I tried adding the HDMA first, and addmusic after that. Worked fine, and it doesn't caused any problems at all. Inserting song after that works fine as well. (Please note: By the time I added HDMA the effects for all the levels were already set up in the txt-file, so I don't know if changing them after adding addmusic does work.)
2. I'm not to sure if I understand your question exactly, I guess you mean room instead of rom? If that's the case I can say, that you can't switch HDMA-effects throughout the levels, and you can't change them in sub-levels either. That doesn't make sense, since you'll find that in the effects-list there is every level in LM listed, but it's not working. I assume it got totally overlooked by bad beta-testing.
3. There are quite a few problems, and if there wasn't that one particular effect I wanted to use in one level so badly I would have switched to another rom instantly. TSRP3 has HDMA too at the moment, but in fact the first thing I'll do when I get back to work on that one is to take out the HDMA. My suggestion is, if you don't want it for something neccessarily, don't use it, you have maybe more luck with waiting on Bio's kit, which will undoubtely better. Anyway, that's what HDMA causes: As said in the readme, you have to enable a few layer priorities, mostly for pipes but also for some other things, because most sprites will appear for the FG. That's not only annoiyng for piranha plants (For example you can't place them behind bushes anymore like done in the title screen level, unless the bush has layer priority), but also for Lakitus (in pipes) and for the wooden spikes in castle levels for example.
In addition, if you finally decide to use a effect in a level, you'll have much more limitations (which means hardly a level in TSRPR uses HDMA), the ground-guided grinders for example will appear behind the BG, same thing for the Torpedo Launcher during it's launch status, and worst of all: If you're taking an sprite through a pipe it will be invisible during that and if Mario is holding the sprite in front of him, part of him will be invisible as well.
That should be all, I hope that helped you. If you're deciding using it after all, I wish you good luck. ;)