Name: | Fading Brightness HDMA v1.2 |
Author: | MarioFanGamer |
Added: | |
Version History: | View |
Type: | Level, Overworld, 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 |
Comments: | 7 (jump to comments) |
Rating: |
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4.44 KiB | 707 downloads
Comments (7)
- UberASM Tool v2.0
- SA-1 v1.40
- Lunar Magic 3.50
- snes9x 1.62.3 and Mesen 2
i thought you had forgot a defines file again lmao but it's in the macro file
I mean, not really a rewrite of any code. It's just because the Global code from prior UberASM versions got removed or replaced in favor of code which runs in every gamemode (so the * instead of global.asm). So... it werks
Fixed.
-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:
And it'll just work.