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Fading Brightness HDMA v1.1

UberASM Repository → Fading Brightness HDMA v1.1

Submission Details

Name: Fading Brightness HDMA v1.1
Author: MarioFanGamer
Version History: View
Type: Global
Includes GFX: No
Includes Hijack: No
Featured: No
Description: This HDMA code uses RAM instead of fixed values, all dependent on address $0DAE. That allows you to use brightness HDMA with a proper brightness fade instead of removing the fade and having the screen become instantly dark.

Coming with an example.

Read the readme for more information.
Tags: hdma lorom sa-1 superfx
Comments: 4 (jump to comments)
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Comments (4)

 RussianMan Link
Tested With:
-Lunar Magic 3.33
-bsnes v115
-SNES9X 1.61
-SA-1 1.40
-UberASM 1.4
-Effect Tool 3.0

The submission has now been propertly updated with correct zip file. Works correctly. The readme says how the tables for this code should look like, but it's pretty easy to make it work with this without need to convert anything (only tested code generated with Effect Tool). Generated init code should be replaced with:

%Dynamic_Brightness_HDMA(!BrightnessHdmaTable, 5)

And it'll just work.
 Major Flare From older version: Better Brightness HDMA Link
Update: Added a screenshot as a result of the example code.
 MarioFanGamer Author From older version: Better Brightness HDMA Link
Just changed the type to "global" since it didn't exist when I submitted it.
 HuFlungDu From older version: Better Brightness HDMA Link
Neat little code. Definitely better than just making the screen full brightness when it used to be faded. I'm actually wondering if SMWCP2 could use something like this in some of it's levels...