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Tip: Bad things to do in the title demo: Enter a door or a pipe, activate a P-switch or a star, complete the level, hit a message block, or die. These will either glitch the music, or force the player into an endlessly looping title level until they reset the game.Not logged in.
Details for Overworld Event/Exit Indicators
UberASM Repository - Overworld Event/Exit Indicators Show random
File Name: Overworld Event/Exit Indicators
Added:
Authors: Blind Devil
Type: Overworld, Game Mode
Includes GFX: Yes
Includes Hijack: No
Featured: No
Description: This piece of ASM makes tiles appear in the overworld border, to show if levels have one, two, or no exits, and also if said exits/events were triggered. Useful for tracking normal and secret exits in general.

It's recommended to use this in gamemodes D and E. Also it's currently incompatible with the 'more OW levels and events' patch.
Tags: events, exits, layer 3, lorom, overworld, overworld border, sa-1
Rating: No rating
Download: Download - 4.40 KiB
222 downloads
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h.carrell
in lunar magic 3.xx, you can have more than 1 secret exit
Posted by:  h.carrell - | Link
Telinc1
A rather useful resource, especially for larger hacks. My only complaint about it is that it could be made a bit more user-friendly, especially with the positioning of the tile (a direct VRAM address isn't that easy to figure out) and the calling of the routine (you need at least some ASM knowledge to JSL to it properly).

The routine tells you to place it in main code. I recommend you place it in NMI code, especially if you're not using it for something else (or animating any tiles). The write to VRAM directly uses the PPU registers and works in main code by dumb luck (the NMI routine in Super Mario World almost always exits quite a bit before the end of V-Blank, so code run at the very start of the frame will still be in V-Blank).
Posted by:  Telinc1 - | Link

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