Tip: Press F2 on the level editor to see sub-screen boundaries. This will help you avoid glitching Dragon Coins by putting them on the sub-screen boundaries.
This uploads the RAM at $0703 to CGRAM every frame. The positive upshot of this is that you can use that RAM to update the palette at any point outside a blank, without using DMA (Which a lot of people don't understand). Make sure any time you edit $0703, you also edit $0905, otherwise fadeouts will not work correctly.
No credit necessary.
p4plus2 informed me that this whole thing is actually unnecessary, due to the existence of $0680. So just writing to $0703 and then storing #$06 to $0680 would have the same effect.
if you want it to upload every frame, just adding a main: LDA #$06 : STA $0680 UberASM would do the trick.
I do doubt how many people could benefit from this code, simply due to the fact that you need some ASM knowledge to even know what it does. Still, I can see it being used by someone who hasn't quite gotten to the point of being able to upload a palette.
In spite of the ASM knowledge required to use the code, I still do think some aspects could have been made easier to use, especially the default free RAM requirement which is only mentioned in the actual ASM file. Ideally, the global code file shouldn't just be replaced, but avoiding the overhead of a routine call is sensible for NMI code. These aside, the code works fine and does what it's supposed to do.
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