Banner
Views: 829,003,182
Time:
23 users online: A-l-e-x-99, AlexNoDraco, AnasMario130, brickblock369, chickaDEE Magazine, EnderChan, ExONightZ, Fermín Acosta Jr., Heraga,  idol, Koopster, LOLRyan2006 Mario Fan, Magmatic,  MarioFanGamer, mosky2000, Mpereira,  Pablo's Corner, Seike kun, Sparkysie,  Tahixham, Ted, TorbiBoy, WoahNoah - Guests: 91 - Bots: 71 Users: 44,427 (2,522 active)
Latest: Swishy
Tip: Before asking for help on the forums, make sure you've tried to figure out the problem on your own first.Not logged in.
Details for Mode 7 Game Over Screen
SMW Patches - Mode 7 Game Over Screen Show random
File Name: Mode 7 Game Over Screen
Added:
Version History: View
Authors: Roy
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This will make it so that when you hit the Game Over screen, you see Mario or Luigi rotating and becoming smaller and smaller, only to disappear in a puff of smoke, just like some of the Koopa Kids do.
The patch is quite customizable. Credit not needed.
This version is supposed to work with Mario ExGFX and Seperate Luigi GFX as well.

Moderator's comment: One of the most outstanding patches in SMWC so far. Featured.
Tags: game over, lorom, mode 7, sa-1
Download: Download - 3.80 KiB
272 downloads
Screenshots
Image
SuperMusicBoy
nice is that SNES mode 7?
Posted by: SuperMusicBoy - | Link
LOLRyan2006 Mario Fan
Best Patch Ever
Posted by: LOLRyan2006 Mario Fan - | Link
lion
Code
org $0081D5
autoclean JML Mainheh

org $0093E6
autoclean JML Random

org $009750
autoclean JML Meh

org $009759
autoclean JSL Heh

i lol
Posted by: lion - | Link
RussianMan
Tested with:
-Lunar Magic 3.11
-Asar 1.71
-SNES9X 1.60
-SA-1 1.32

Neat patch. Accepted.
Posted by:  RussianMan - | Link
MinecraftGamerLR
DANG, THAT'S AWESOME!!!!!
Posted by: MinecraftGamerLR - | Link
MarioFanGamer
Originally posted by Vash the fairytail
When using the LX5 custom power-up, it doesn't seem to work properly.

Similar why Alternate Mario ExGFX doesn't work: The game over reads from Mario's GFX decompression buffer but since Custom Powerups doesn't put Mario's graphics into a RAM buffer (it uses 32×32 player graphics which just like Alternate Mario ExGFX reads the graphics straight from ROM), the game over scene can't read the player's current graphics so it just uses the now almost obsolete RAM buffer.

tl;dr It is only compatible with patches which don't change how Mario's graphics are stored.
Posted by:  MarioFanGamer - | Link
Vash the fairytail
When using the LX5 custom power-up, it doesn't seem to work properly.
Posted by: Vash the fairytail - | Link
MarioFanGamer
Tested with:
  • SNES9x 1.60
  • BSNES+ v04
  • Asar 1.71
  • SA-1 Pack v1.32
  • Lunar Magic 3.03
Aside from adding SA-1 support, I also compressed two JSL2RTS into a single one (and added an explaination what is the trick), changed most labels into sublabels and updated the readme.

It's definitively a patch which adds a nice touch to the game over scene, especially since it's compatible with Mario ExGFX and Separate Luigi GFX (but not with Alternate Mario ExGFX as that doesn't upload the graphics to a RAM buffer).

Keep in mind that the palette is (still) hardcoded in palett.bin so no dynamic palette for you (at least before someone implements it, that is).
Posted by:  MarioFanGamer - | Link

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

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 19

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

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