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Mario + Animated Tile ExGFX v3.0 by Roy,DiscoTheBat
Forum Index - Valley of Bowser - Moderation Questions - UberASM - Mario + Animated Tile ExGFX v3.0 by Roy,DiscoTheBat
Pages: « 1 »
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:
Code
JSL $0FF900

This should probably be:
Code
JSL $0FF900|!bank

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.
Code
rep #$20
lda.w #$0080
jsl ExGFX_Mario_load

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.
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - UberASM - Mario + Animated Tile ExGFX v3.0 by Roy,DiscoTheBat

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