NintendoAge http://nintendoage.com/forum/ -Sqooner You know what we need? A metapsrite tool! http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=115143 2013-11-18T19:30:36 -05.00 Aaendi 5
If the tool stores metasprite data into the ROM itself, that would be even better, because it will allow for DKC quality animation in a homebrew. There's always the question on how the data will be stored, and having to code the game for compatibility, but it will be a lot better than doing it all by hand. Just as long as it has the basic oam attributes, the ability to select between normal or dynamic (DMA) animated sprites, ROM address, and size of dynamic slot, it is worth programming around somebody else's format. ]]>
You know what we need? A metapsrite tool! http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=115143 2013-11-17T13:58:22 -05.00 Aaendi 5 http://imageshack.com/a/img12/2848/8tdl.png There are a few options for how the data is stored. ]]> You know what we need? A metapsrite tool! http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=115143 2013-11-15T17:27:59 -05.00 Aaendi 5 You know what we need? A metapsrite tool! http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=115143 2013-11-15T16:47:58 -05.00 Aaendi 5
Although I agree, that would be useful. ]]>
You know what we need? A metapsrite tool! http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=115143 2013-11-15T15:51:45 -05.00 Aaendi 5