Name: | Enemy Credit Sprite Changer (with graphical fix) |
Author: | Hamtaro126 |
Added: | |
Tool: | Asar |
Requires Free Space: | No |
Bug Fix: | Yes |
Featured: | No |
Description: | Added a bit more documentation, Thank LX5 for that. Do you want to change some of the original ending's enemy sprite data without fuss? This should be the patch for the job, Included is a oversight fix reguarding palette and tile data in the original enemy ending data. Enjoy. NOTE: This is currently not compatible with SA-1 as of this state, but you can hack it to do so easily. I may consider adding SA-1 support in a newer version soon. |
Tags: | credits lorom needs remoderation |
Comments: | 3 (jump to comments) |
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Comments (3)
It is already SA-1 compatible, weirdly enough.
1. I added a warnpc because you can't put more then the original amount of sprites in the credits. Sure, you could take some sprites from one cretid screen and put them on another, but if you put more then that, you'd overwrite the ROM content after the credits. So, it would be lovely if you could make this possible to export to freespace.
2. Make it possible to change the GFX as well. We can change which tiles the sprites use but not the GFX itself.
Also, some of the documentation might be wrong. I only played around with the mecha koopas but even there I noticed stuff:
Also, if anybody is curious how I did the ninjis, you replace the code with this: