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Details for Boss ExGFX
SMW Patches - Boss ExGFX Link - Show random
File Name: Boss ExGFX
Added:
Version History: View
Authors: Alcaro
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch allows you to use any ExGFX file you want in a vanilla Mode 7 boss battle without the castle destruction cutscenes getting messed up afterwards. It's not compatible with files 100-FFF, so stick whatever boss GFX you want in 80-FF.

Instructions are included in the .asm file.

Now compatible with Asar & sa-1.
Tags: boss, boss battle area, exgfx, lorom, sa-1
Download: Download - 1.34 KiB
92 downloads
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Moltz
Originally posted by JP32
What about the palettes? AFAIK they are hardcoded and theres no way to edit them easily


This patch only fixes some graphical garbage when using ExGFX with the castle destruction sequences. Expanding the palette used by the vanilla Mode 7 bosses would require a new patch altogether.

In any case, you can repoint the palettes used by some stuff with some hex edits and then edit it manually with LM, but you would be still limited to half a color bar in most cases (sans for Iggy, Larry and Reznor, who can make use of custom palettes due to being proper sprites rather than objects).
Posted by: Moltz - | Link
Meirdent
Tested with Asar 1.81, Lunar Magic 3.21, SA-1 1.32, Snes9x 1.60. Works well and without issue.
Posted by:  Meirdent - | Link
JP32
What about the palettes? AFAIK they are hardcoded and theres no way to edit them easily
Posted by: JP32 - | Link
Moltz
Originally posted by ModernKiwi
Does this also allow for ExGFX to be used in 10D without the credits getting messed up?


Yep. Just tested it out and the credits secuence (enemy credits included) looks as intended.
Posted by: Moltz - | Link
ModernKiwi
Does this also allow for ExGFX to be used in 10D without the credits getting messed up?
Posted by: ModernKiwi - | Link

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