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Trigger Cutscene on Level End

UberASM Repository → Trigger Cutscene on Level End

Submission Details

Name: Trigger Cutscene on Level End
Author: Kevin
Added:
Type: Level
Includes GFX: No
Includes Hijack: No
Featured: No
Description: This code allows you to have a vanilla cutscene (including credits) after getting a goal post/orb level clear, rather than having to use a boss. You can choose which cutscene in the asm file. Note that it doesn't work for keyholes and secret exit goal tapes.
Tags: lorom sa-1
Comments: 2 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 550 bytes | 178 downloads

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Comments (2)

 zuccha Link
Nice one!

If you want to trigger the cutscene only on the first clear, you can add the following between the endif and the stz $0DDA|!addr

Code
LDX.W $13BF|!addr   ; Load level number
LDA.W $1EA2|!addr,x ; Retrieve level flags
BMI .return         ; If first bit (level cleared flag) is set, skip cutscene

or, if you're feeling fancy, you can also add a constant to enable/disable this feature

Code
; Before main
!show_cutscene_only_on_first_clear = 1

; After endif
if !show_cutscene_only_on_first_clear
    LDX.W $13BF|!addr   ; Load level number
    LDA.W $1EA2|!addr,x ; Retrieve level flags
    BMI .return         ; If first bit (level cleared flag) is set, skip cutscene
endif
 Donut Link
Works how it should

Tested with:
-Lunar Magic 3.31
-bsnes v115
-UberASMTool 1.5
-SA-1 1.40