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HDMA fade out problem

It's me again, sorry guys...#w{=P}



When I cut the goal tape in a level with HDMA it happen this. I want to fade black also the HDMA. There's a way to fix this? Thanks!

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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To my knowledge, there isn't a way to fix that.

But it looks cool, admit it. #w{=P}
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to hear birds and see none.
Originally posted by Maxodex
But it looks cool, admit it. #w{=P}

Those 16px black bars doesn't.

But I can't deny that the sunset does indeed look cool.
<blm> zsnes users are the flatearthers of emulation
I think the HDMA fade isn't needed here. It looks nice without it. Things like this definitely fit sunset levels.
Try putting a pipe to another level, without any HDMA effects. Or, make a custom block that can turn off the HDMA gradient. Try the fade disable patch (In the patches section) if you really don't want it to fade at all.
Fixing it is totally possible.

It is also totally not worth it unless you know quite well how HDMA works.

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by Mini_Coin
Try putting a pipe to another level, without any HDMA effects. Or, make a custom block that can turn off the HDMA gradient. Try the fade disable patch (In the patches section) if you really don't want it to fade at all.


That will not work.

Originally posted by MrDeePay
That will not work.

I meant if he didn't want the goalpost to fade in at all.
As for HDMA, I suggest putting a pipe to another level without any gradient. I really don't know HDMA, so i can't so anything other than this.
By the way, it looks fine. You can't make a hack completely perfect.
Oh, well, I can't disable the fade out because I set Mario not walk when he cut the goal tape...if I disable the fadeout Mario will get stuck forever.

Well, someone say it's good like this, so I don't think I will fix this. I don't care about this any more.

By the way, thank you all for answering!#w{=P}