![]() ![]() Added the "finish OAM" hook, an extremely useful feature for programmers.Updated programming guide to include details about common routines on SMW and on which processor SA-1 Pack uses (either SNES or SA-1).Thanks goes to p4plus2 for revealing that detail for me. Although NMI/IRQ does not interrupt DMA, HDMAs can actually will DMA get interrupted. Made the DMA transfer on the LZ2/LZ3 decompression retry if it gets interrupted.Thanks goes to RaspberryAlpine for finding out this. Fixed a visual glitch in the bonus game, where one of the boxes (and its item) is floating on screen, a bit higher than the ground and scrolling vertically.See Programming guide for more information. Now it's possible to detect SA-1 Pack and its version.The addition of MaxTile also fixes a few priority issues caused by NoMoreSpriteTileLimits.See MaxTile documentation for more information. Via dynamic allocation, the system allows to you use ALL OAM slots for anything, including standard sprites with pretty high compatibility with previous resources. Adds MaxTile, a system responsible for managing OAM slots across the entire game.All other SA-1 features such as 6/8MB support, 10.74 MHz CPU clock, Character Conversion DMA, fast RAM, arithmetic functions, etc., can be used. #Super mario world sprites enhanced code
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