This HDMA works on a per-level basis, meaning when you enter a sublevel via a pipe/door the effects will stop and you can load different effects in that level. ;)
I'm not really sure yet whether the effects will be inserted as sprites or code via LevelASM, because Sprite Tool says that they exceed the RATS tags bank or something, eventhough they're maximal 4KB in size, less than all sprites.
EDIT: New OW effect.
EDIT: Video removed because of dead link.
Also, I will release another HDMA version of BMF soon which is both, level and OW compatible.
If you don't think it's awesome, you don't understand it. This can be used for a lot of awesome things. *Cough*AMajorasMaskTimeSystem*Cough*
Wow! Combine that with Ice Man's light/dark HDMA somehow, and you could have a hack with daytime and nighttime, morning and evening!
I have a question regarding the new HDMA patch that is currently awaiting moderation. Does that mean that I can add HDMA to a hack that already has sprites/blocks/music? I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I wonder that too. If not, i would need to start all over.Who knows what post number this is?
You do NOT need to start over with this HDMA version. Just some free space for the code though.
so it works with custom music blocks sprits etc.?Who knows what post number this is?
Yes it does, though it does not proeprly function in SNES9x when dynamic sprites are on screen. It begins to flicker and I don't know why. >_> It does NOT crash though. Other than that it works with sprites, music, blocks, etc.
is it through lunar ips or xkasWho knows what post number this is?
If you read above you would know. I'm not really sure yet.
Anyway, first day/night system overworld in SMW!!!
It does NOT only decrease brightness but also colors, eventhough I haven't set the right colors to fade out though yet, but the main thing is that it works. ;)
EDIT: Video removed because of dead link.
Big thanks to Smalls in the first place for making than beatiful timer.
Can you set certain hdma effects to trigger depending on what level tile you are standing on?
Lets, 105 triggering a dark one. While 01 triggering rave?Your layout has been removed.
It is possible, I just need to have the "Which level Mario is standing on flag".
Ooh, that would work great for the hard level collab hack I'm assembling! Harder levels get a reddish fade, while easier ones get a greenish fade, or something of the sort.
If you don't think it's awesome, you don't understand it. This can be used for a lot of awesome things. *Cough*AMajorasMaskTimeSystem*Cough*
That's most impressive! Don't care if there are some palette glitches. I have a question about this ASM hack. Does the real timer reset, when Mario dies or ends a level?
No, it doesn't reset until you completely reset the game.