Originally posted by FuSoYaPre-coded/templates would help, but there's still the setup. If foreground tileset graphics came with their own object definitions to minimize that people might be willing to use them, but otherwise...
Well, would it be possible to make them display correctly via a plugin? I don't know what all Lunar Magic allows to be changed that way, but...it's something.
Originally posted by FuSoYaAnd require SRAM, unless it's not to be saved. But that's kind of veering into areas better left to an external patch.
Well, if you were only saving one level's flags at a time, you could potentially use $1F2B-$1F2D. Though SMW has plenty of unused SRAM even without expanding it.
Originally posted by FuSoYaDoubtful it'd be implemented. It may not be a complete solution for that patch anyway, think it does some other things that still require playing in smkdan's patch. Haven't looked at it too closely though.
I would think that in a lot of cases, allowing the VRAM addresses to be changed would just be a matter of replacing immediate values with free RAM addresses. Things like allowing the camera to follow different layers or swapping Layer 1 and Layer 2 I'm not sure about. And aren't $06F9-$0700 unused by both SMW and the patch?
I also have a question about the Layer 3 settings. What values of $212C, $212D, $2130, and $2131 (mirrors $0D9D, $0D9E, $44, and $40) result from the various flags? I would assume that $212C and $212D just take their values from the level mode and the "Move Layer 3 to Subscreen" option (for instance, level mode 00 normally sets them to #$15 and #$02, but the flag would presumably make that #$11 and #$06), while $40 would be similar except with the CGADSUB flag (so it would change the setting for level mode 00 from #$24 to #$20). But if you want a different setting...well, does your Layer 3 initialization code run before or after LevelInitASM? For that matter, does the main code run before or after LevelASM?
Also, FuSoYa, have you ever thought about making another hack? I know Super Demo World was mostly just intended as, well, a demo, but I'd be curious to see what you could come out with now, with all the advancements that have been made since 2003.
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I'm working on a hack! Check it out
here.