Name: | Sprite Message Box v1.1 |
Authors: | edit1754, lx5 |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | Allows enabling the use of Sprites instead of Layer 3 to render Message Box Text, on a per level basis, in order to free-up Layer 3 in levels that use Message Boxes. Automatically determines which sprite tiles are safe to temporarily overwrite -- so there's no need to block off a certain amount of sprite tiles. Incompatible with Message Box Expansion. - v1.1 (2019-Jul-05): Now compatible with latest LM, SA-1 and Custom Powerups. |
Tags: | layer 3 lorom message block message box sa-1 sprite |
Comments: | 27 (jump to comments) |
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Comments (27)
If it is crashing with Asar, try changing your file format to .smc instead of .sfc.
Nope. Asar.
Everything works fine as long as all steps mentioned in the Readme are done carefully. So yeah, don't forget to check it. No issues found. Accepted.
If used with VWF, you will need to modify the vwfconfig.cfg file of the VWF patch.
However, you cannot sprite the VWF message box itself.
and need this sprite
I don't seem able to replicate that. I've waited for at least 2 and a half minutes on SA-1 and non SA-1 ROMs and nothing happened.
- Added proper FastROM support
- Added SA-1 compatibility
- Added Custom Powerups patch v3.3.4+ compatibility
- Fixed an oversight on the windowing HDMA routine.
- Optimized the GFX decompression routine.
- Enabled the sprite message box on every level by default.
- Made it not break ExAnimations and moved the NMI hijack to a "safer" location.
Oddly enough, this seems to work fine on the internal Lunar Magic emulator, but upon testing it on Snes9x 1.54.1 AND ZSNES just to be sure it wasn't an accuracy issue, neither of those emulators worked. The layer 3 would dissapear as usual in both emulators whenever a message box pops up.