I see it in a lot of hacks, but I don't see any tools used to do it. How can I have HDMA gradients in my overworld and submaps?
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Processing binary file 'hdma.asm': hdma.asm:16: warning: This freespace appears to be leaked. [freecode] Inserted at $809234 (PC: 0x1434) Insert size: 1254208 (0x132340) bytes hdma.asm: error: Missing init/main/nmi label. Press any key to continue...
verbose: on ; UberASM Tool code list. ; You can use the same .asm file for multiple levels/OW/etc. for saving space. ; Level list. Valid values: 000-1FF. level: ; OW list. Valid values: 0 = Main map; 1 = Yoshi's Island; 2 = Vanilla Dome; ; 3 = Forest of Illusion; 4 = Valley of Bowser; 5 = Special World; and ; 6 = Star World. overworld: 2 grape.asm ; Insert files here ; Game mode list. Valid values: 00-FF. gamemode: ; Insert files here global: other/global_code.asm ; global code. statusbar: other/status_code.asm ; status bar code. macrolib: other/macro_library.asm ; macro library. sprite: $7FAC80 ; 38 (SNES) or 68 (SA-1) bytes of free RAM. rom: smow.smc ; ROM file to use.
; To be inserted as generator with SpriteTool (as number D0 - FF). print "INIT ",pc print "MAIN ",pc PHB : PHK : PLB JSR Sprite PLB RTL Sprite: REP #$20 print "INIT ",pc print "MAIN ",pc PHB : PHK : PLB JSR Sprite PLB RTL Sprite: REP #$20 init: LDA #$3202 STA $4330 LDA #.RedGreenTable STA $4332 LDY.b #.RedGreenTable>>16 STY $4334 LDA #$3200 STA $4340 LDA #.BlueTable STA $4342 LDY.b #.BlueTable>>16 STY $4344 SEP #$20 LDA #$18 TSB $0D9F RTL .RedGreenTable: ; db $0A : db $47, $27 ; db $20 : db $46, $26 ; db $1F : db $45, $25 ; db $20 : db $44, $24 ; db $1E : db $43, $23 ; db $20 : db $42, $22 ; db $1D : db $41, $21 ; db $1C : db $40, $20 ; db $00 ; db $00 ; .BlueTable: ; db $13 : db $8C ; db $10 : db $8B ; db $12 : db $8A ; db $11 : db $89 ; db $13 : db $88 ; db $10 : db $87 ; db $12 : db $86 ; db $11 : db $85 ; db $11 : db $84 ; db $12 : db $83 ; db $11 : db $82 ; db $11 : db $81 ; db $0F : db $80 ; db $00 ;
print "INIT ",pc print "MAIN ",pc PHB : PHK : PLB JSR Sprite PLB RTL Sprite: REP #$20 print "INIT ",pc print "MAIN ",pc PHB : PHK : PLB JSR Sprite PLB RTL
init: REP #$20 LDA #$3202 STA $4330 LDA #.RedGreenTable STA $4332 LDY.b #.RedGreenTable>>16 STY $4334 LDA #$3200 STA $4340 LDA #.BlueTable STA $4342 LDY.b #.BlueTable>>16 STY $4344 SEP #$20 LDA #$18 TSB $0D9F RTL .RedGreenTable: ; db $0A : db $47, $27 ; db $20 : db $46, $26 ; db $1F : db $45, $25 ; db $20 : db $44, $24 ; db $1E : db $43, $23 ; db $20 : db $42, $22 ; db $1D : db $41, $21 ; db $1C : db $40, $20 ; db $00 ; db $00 ; .BlueTable: ; db $13 : db $8C ; db $10 : db $8B ; db $12 : db $8A ; db $11 : db $89 ; db $13 : db $88 ; db $10 : db $87 ; db $12 : db $86 ; db $11 : db $85 ; db $11 : db $84 ; db $12 : db $83 ; db $11 : db $82 ; db $11 : db $81 ; db $0F : db $80 ; db $00 ;