|File Name: ||Mario + Animated Tile ExGFX v3.0 |
|Submitted: ||2016-11-11 09:59:55 AM by DiscoTheBat |
|Authors: ||DiscoTheBat, Roy |
|Type: || |
|Includes GFX: ||No |
|Includes Hijack: ||No |
|Featured: ||No |
|Description: ||This is the Mario ExGFX UberASM code. It will install an ASM code to be used on UberASM Tool which will enable you to insert ExGFX for each seperate level and the titlescreen for GFX32 and GFX33. This version fixes a pretty serious bug where garbled graphics are uploaded in places where player ExGFX aren't used. |
If you enter a level with the MarioExGFX enabled, then enter another level without MarioExGFX, it will not reload the original Mario graphics, essentially requiring either all levels to use ExGFX, or none.
Also, not a removal reason, but:
This should probably be:
Just to keep the game in FastROM while you are decompressing.
Finally, I think it would be neat to expand on the patch a bit. Right now it just uses a table to choose which graphics to load. I think it would be cool, though, to, along with having that, create a library function that a user could call from levelinit that would decompress whatever GFX file they put in A to Mario's tiles, e.g.
that way, a user could dynamically load player's graphics based on something else than level number, say some story point or whatever. I guess you could use 0000 to tell the original decompression code to not run for that level. Not necessary, but I think it would be cool, and not very much work.