This HDMA works on a per-level basis, meaning when you enter a sublevel via a pipe/door the effects will stop and you can load different effects in that level. ;)
I'm not really sure yet whether the effects will be inserted as sprites or code via LevelASM, because Sprite Tool says that they exceed the RATS tags bank or something, eventhough they're maximal 4KB in size, less than all sprites.
If you don't think it's awesome, you don't understand it. This can be used for a lot of awesome things. *Cough*AMajorasMaskTimeSystem*Cough*
Wow! Combine that with Ice Man's light/dark HDMA somehow, and you could have a hack with daytime and nighttime, morning and evening!
I have a question regarding the new HDMA patch that is currently awaiting moderation. Does that mean that I can add HDMA to a hack that already has sprites/blocks/music? I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I wonder that too. If not, i would need to start all over.Who knows what post number this is?
You do NOT need to start over with this HDMA version. Just some free space for the code though.
so it works with custom music blocks sprits etc.?Who knows what post number this is?
Yes it does, though it does not proeprly function in SNES9x when dynamic sprites are on screen. It begins to flicker and I don't know why. >_> It does NOT crash though. Other than that it works with sprites, music, blocks, etc.
is it through lunar ips or xkasWho knows what post number this is?
If you read above you would know. I'm not really sure yet.
Anyway, first day/night system overworld in SMW!!!
It does NOT only decrease brightness but also colors, eventhough I haven't set the right colors to fade out though yet, but the main thing is that it works. ;)