Preview of my new FlexGlow engine, the second and optimized version of my old RevoGlow asm.
This time you can have 16(!!) unique glows per room, using the unknown/RoomVAR (again) as a pointer to a glow table. Pretty much everything can be set up, this includes timer, what and how many parts of the palette to use, cycle forward/backwars through the chosen palette entries or add/substract red/green/blue, and intensity.
You can make Samus, enemies/bosses, projectiles/beams and other things glow as well now.
I paused the game several times to show that I did not use the region specific glows of the Crateria area.
In the table, each glow takes up only 7 bytes for it's setup.
Multiple glows can be used on the same palette entry to create awesome effects such as the flowing lava effect in the second room (which was 'cycle forward' and 'add red/green').
At the moment there are still some bugs (not shown in the vid), so it won't be released as of yet. If you ran out of space it's simple to repoint the glows using the asm file. Incase someone can't get enough of the glows and uses many unique glows in almost all of his levels, I'll make an expanded version, allowing you to put your glow tables in whatever bank you want (but I suggest trying to reach the normal limits first before begging me about that).
If you don't know what a bank is, go ahead and learn! :P
Again, this is based on DSO's glowpatch
(though the only thing that's left from his patch is the hijack point...).
Level design was made for this video only, it's not part of any hack.
Enjoy my first vid with 720p HD! :D
A shame that SNES9x doesn't record graphic filters...
whoa...
advancedpillow 1 month ago in playlist Uploaded videos
@SadiztykFish
I prefer making babies without babies. ;)
UltimateF4lcon 2 months ago
you have to tell me wen you fin you game
PatrickHDillon 2 months ago