Banner
Views: 925,840,345
Time:
4 users online: Francium, Infinity, random_box, SJandCharlieTheCat - Guests: 41 - Bots: 224 Users: 51,758 (2,051 active)
Latest: zonicnacho1
Tip: If it's possible to carry a tileset-specific sprite (such as a Buzzy Beetle or Bob-omb) through a pipe, make sure it has the correct graphics and sprite palette on the other side!
Not logged in.
Details for Better Brightness HDMA
UberASM Repository - Better Brightness HDMA Link - Show random
File Name: Better Brightness HDMA
Added:
Authors: MarioFanGamer
Type: Global
Includes GFX: No
Includes Hijack: No
Featured: No
Description: This HDMA code uses RAM addresses instead of fixed values, all dependant on address $0DAE. That allows you to use brightness HDMA and a proper brightness fade instead for the screen become instantly dark or bright.

Coming with an example.

Read the readme for more information.
Tags: lorom, sa-1, superfx
Rating: No rating
Download: Download - 3.09 KiB
388 downloads
Screenshots
Image
Major Flare
Update: Added a screenshot as a result of the example code.
Posted by:  Major Flare - | Link
MarioFanGamer
Just changed the type to "global" since it didn't exist when I submitted it.
Posted by:  MarioFanGamer - | Link
HuFlungDu
Neat little code. Definitely better than just making the screen full brightness when it used to be faded. I'm actually wondering if SMWCP2 could use something like this in some of it's levels...
Posted by:  HuFlungDu - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks