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OW submap mergers - MrCheeze

2057B$04:837B2 bytesASMChange to EA EA, and it will be possible to pause and move the camera from the six submaps, not just the main overworld.

By using this address along with with x21A58 and x21CAB, you can replace the overworld's six submaps with a single large map.
MrCheeze
21A58$04:98582 bytesASMChange to EA EA, and the overworld camera will move freely on the six submaps, not just the main overworld.

By using this address along with with x2057B and x21CAB, you can replace the overworld's six submaps with a single large map.
MrCheeze
21CAB$04:9AAB2 bytesPaletteChange to EA EA to correct where the overworld camera is placed when walking through an exit tile to a submap.

By using this address along with with x2057B and x21A58, you can replace the overworld's six submaps with a single large map.
MrCheeze

Nice catch! This could be useful.

Unfortunately, they're too buggy to be useful in their current state:
- You cannot enter any exit tile that is not on the submap you started - pipes and stars ignore me, and the exit tiles put me back where I started, where I swiftly end up on top of the famous bonus game.
- While $04:9AAB works fine for the red exit tiles, the intro walk to Yoshi's House still has the camera aligned to the submaps.
- Submap settings are still pulled from the entry map. While it's possible to change them all in LM, changing the same thing six times takes quite a while.
- The leftmost two 16x16 tiles are shown on the right side (and it loops around to Yoshi's Island - the top tile row there shows up at the bottom of Star Road). This is more an LM bug than anything else; we (mods) will talk to FuSoYa about that when this address group is fixed.

Fix these and I'll be glad to accept them.
<blm> zsnes users are the flatearthers of emulation