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Mode 7 Game Over Screen

SMW Patches → Mode 7 Game Over Screen

Submission Details

Name: Mode 7 Game Over Screen
Author: Roy
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This will make it so that when you hit the Game Over screen, you see Mario or Luigi rotating and becoming smaller and smaller, only to disappear in a puff of smoke, just like some of the Koopa Kids do.
The patch is quite customizable. Credit not needed.
This version is supposed to work with Mario ExGFX and Seperate Luigi GFX as well.

Moderator's comment: One of the most outstanding patches in SMWC so far. Featured.
Tags: game over lorom mode 7 sa-1
Comments: 19 (jump to comments)
Download 3.80 KiB | 930 downloads

Screenshots

Comments (19)

Super Wario Man Link
Oh, this patch is used in a demo of "asmt" (super mario thing) and it could also be said that it is "original" from a game of snes called "super bonk" when after the title screen explains the story and bonk is "caught" so it falls
Black Goku Link
Originally posted by AyGaAlPa
I don't know how edit the palette player in this player. My Wario appear with Mario colors... Who could explain me #smrpg{sad}

In the tools section, you can find a tool that convert the palettes to .bin (the format of palette that uses this patch).
AyGaAlPa Link
I don't know how edit the palette player in this player. My Wario appear with Mario colors... Who could explain me #smrpg{sad}
GoldGames Link
Really good one.#smw{:peace:}
Blizzard Buffalo Link
Originally posted by MarioFanGamer
Originally posted by Vash the fairytail
When using the LX5 custom power-up, it doesn't seem to work properly.

Similar why Alternate Mario ExGFX doesn't work: The game over reads from Mario's GFX decompression buffer but since Custom Powerups doesn't put Mario's graphics into a RAM buffer (it uses 32×32 player graphics which just like Alternate Mario ExGFX reads the graphics straight from ROM), the game over scene can't read the player's current graphics so it just uses the now almost obsolete RAM buffer.

tl;dr It is only compatible with patches which don't change how Mario's graphics are stored.


Can't this be fixed by just adding back the death sprite frames to the decompressed graphics while the custom powerups patch is still working?
Koop the Koopa Link
This was the first time I heard of Mode 7.
I thought it was something random but realised it was for cool
stuff.
that1bigbossyouhate Link
VERY COOL!
Virusnest Link
nice is that SNES mode 7?
LOLRyan2006 the Goombud Link
Best Patch Ever
lion Link
Code
org $0081D5
autoclean JML Mainheh

org $0093E6
autoclean JML Random

org $009750
autoclean JML Meh

org $009759
autoclean JSL Heh

i lol
 RussianMan Link
Tested with:
-Lunar Magic 3.11
-Asar 1.71
-SNES9X 1.60
-SA-1 1.32

Neat patch. Accepted.
MinecraftGamerLR Link
DANG, THAT'S AWESOME!!!!!
 MarioFanGamer Link
Originally posted by Vash the fairytail
When using the LX5 custom power-up, it doesn't seem to work properly.

Similar why Alternate Mario ExGFX doesn't work: The game over reads from Mario's GFX decompression buffer but since Custom Powerups doesn't put Mario's graphics into a RAM buffer (it uses 32×32 player graphics which just like Alternate Mario ExGFX reads the graphics straight from ROM), the game over scene can't read the player's current graphics so it just uses the now almost obsolete RAM buffer.

tl;dr It is only compatible with patches which don't change how Mario's graphics are stored.
Vash the fairytail Link
When using the LX5 custom power-up, it doesn't seem to work properly.
 MarioFanGamer Link
Tested with:
  • SNES9x 1.60
  • BSNES+ v04
  • Asar 1.71
  • SA-1 Pack v1.32
  • Lunar Magic 3.03
Aside from adding SA-1 support, I also compressed two JSL2RTS into a single one (and added an explaination what is the trick), changed most labels into sublabels and updated the readme.

It's definitively a patch which adds a nice touch to the game over scene, especially since it's compatible with Mario ExGFX and Separate Luigi GFX (but not with Alternate Mario ExGFX as that doesn't upload the graphics to a RAM buffer).

Keep in mind that the palette is (still) hardcoded in palett.bin so no dynamic palette for you (at least before someone implements it, that is).
chillyfox From older version: Mode 7 Game Over Screen Link
sa-1 tag shouldnt be on there, since it wasnt converted to sa-1, which will crash game
MarioTuber1 From older version: Mode 7 Game Over Screen Link
Best Game Over Patch I ever seen#smw{:TUP:}
lx5 From older version: Mode 7 Game Over Screen Link
Couldn't update properly to SA-1.

A glitched bar appears on screen after the smoke disappears.
HammerBrother From older version: Mode 7 Game Over Screen Link
Looks like mario is falling into a deep pit.