Tip: If you place a moon, midpoint, or dragon coin through Map16, it will always respawn whenever you reenter that sublevel. It will not respawn if you add it through the Add Objects/Extended Objects window.
The same EffectTool as always, but updated to work together with newer tools
Source available at: https://github.com/dtothefourth/EffectTool
3.0 - UberASMTool conversion by dtothefourth
-Removed SA-1 option and instead added !addr defines to make hybrid code
-Replaced RTS with RTL in generated code
-added init/main labels to appropriate sections
-simplified saving system to just save to an UberASMTool compatible levelASM file
A tool to generate various effects for SMW or any SNES game in general.
It features a variety of easy to use tabs to create effects such as:
-Background Color HDMA
-Forground Color HDMA
What do I need to do if I want to use wave effects in both layers 1 & 2 in the same level?
If you generated two effects and choose different channels like 3 for one and 4 for the other you can use them together. But you'll have to combine the output. Like mix the init and main of each and rename the tables if they use the same ones.
I was waiting for this update (from the last submission, I mean) in order to preserve the older Effect Tool in our old versions archive (the UberASM patch is not scrapped yet).
Regarding the tool... the update does what it does, i.e., the codes are now SA-1 hybrid and compatible with the tool version of UberASM. Tools used: SA-1 1.32, Lunar Magic 3.11, ZMZ 1.08 and UberASMTool 1.4. Accepted.