Name: | Inline Layer 3 Messages v1.0.1 |
Author: | MarioFanGamer |
Added: | |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | Yes |
Featured: | No |
Description: | This patch kind of fixes a ROM hack specific bug where you can't use message boxes within sublevels which have got a layer 3 background (or foreground such as tides). I changed this so layer 3 backgrounds and layer 3 messages can coexist while keeping the vanilla message system (text, Yoshi's House and switch palace). As a bonus, it also fixes level modes 0E, 0F, 1E and 1F (all BG modes with colour maths) where the message doesn't get displayed properly. Be sure to read the readme before you apply it! |
Tags: | lorom message sa-1 tilemap yoshi |
Comments: | 20 (jump to comments) |
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Comments (20)
I will explain step by step.
1. Leave the !Hijack at 1. If you leave it at 0, you'll need UberASM, and I believe it bugs the battle with Bowser.
2. If you had previously applied UberASM, remove it.
3. The InlineMessageNmi.asm file would be the file to be applied in the UberASM tool. But since we won't be using it, you should leave it in the Asar folder.
4. Apply the "InlineLayer3Message.asm" patch. Not to be confused with "InlineMessageNmi.asm".
4. Enjoy!
If it didn't work, try again, see if those codes that LadiesMan217 mentioned are there (if so, delete them). If your hack has FastROM, make the modification that the Swaguy14256 mentioned. Hope this really helps.
Not compatible with Kevin's UberASM "Retry System (+ Multiple Checkpoints)": it doesn't set $1426 unlike the retry patch. Game crashes if Mario dies after hitting a messagebox but before the message shows up.I tried with latest retry and a clean UberASM, it seems to work fine. Sorry for wasting timeEDIT: This fixed the issue described but broke the fade out to credits after rescuing Peach. The solution to have both working is to go in the patch and at the bottom change it likeso:EDIT 2: Fatal crash if using said code outside of Bowser. Honestly its better to just use the code at $00F62D to disable inputs rather than using animation B but in case anyone would like to use the animation in multiple accounts vs writing 8 bytes of code every single instance vs 4 you can do this:
Then mke a hijack at $00C5D1 likeso:
Again, it's probably better to just use the input disable routine but for someone like me 2 years into my hack and not knowing exactly every instance I used animation B, this was the fastest way to make sure nothing crashed vs hunting down every animation B instance I had.
Check if the ROM uses FastROM addressing. If it does, you need to change "assert read4($05B1A3) == $03BB9022" into "assert read4($05B1A3) == $83BB9022".
• Lunar Magic 3.30
• SA-1 Pack v1.40
• SA-1 Pack v1.32 (DMA remap test)
• Asar v1.81
• Snes9x v1.60
• bsnes plus v05
• Retry System (+ Multiple Checkpoints) v2.06c
NMI code (!HijackNmi = 0) tested with:
• UberASMTool 1.4
There were initially some issues with the Palace !-blocks, which have been fixed by the author in the 1.0.1 version. Everything else works perfectly, so, accepted. It sure is a nice thing to be able to use layer 3 with the original message box system, and in terms of ease of installation, this patch is certainly nice and simple to get working.
Also this patch is really useful...
First guess: SA-1 v1.40 since that remaps the HDMA channels and I ended up using the vanilla setting since I never planned for it.
In that case, what should I do to fix it?
First guess: SA-1 v1.40 since that remaps the HDMA channels and I ended up using the vanilla setting since I never planned for it.
It's because I use fullscreen layer 3 tilemaps and I have chosen the simplest option to remove SMW's status bar. It has been tested the vanilla status bar, though.
No, it does not. The status bar was removed in the GIFs separately for showoff.
Unfortunately, these two patches cannot be used together.