lorom ;------------------Animation Removal for New Game Intro Scenes 02 and 03------------------------------------- ;-----------------------------------OmegaDragnet9------------------------------------------------------------ ;Purpose: During the Intro sequence, 4 animated screens emerge using GFX from $95F90E. ;Currently I have had no luck in manipulating the tilemaps for New Game Intro Scenes Tilemap pointers $978F14 and $979714 ;from within SMILE RF. ;This is to gain a little bit more control over these by removing the animated sprite that is normally over top of these still images. ;Credits to P.JBoy for the Banklogs ;and PHOSPHOTiDYL because the Expanded Title resource was studied to understand the spritemap format better. ;Thanks also to RaccoonSam whose own tutorial on the matter was extremely instrumental in this. ;Don't place transparent tiles over where the animated sprites would normally load as this only masks them. ;Beware that Intro Scene 03 will still have a mirroring effect in the region where the Metroid Tube is. org $8C8CF3 ;Baby Metroid Being Delivered (Frame 1) DW $0006 DW $0004 : DB $F4 : DW $0CEB ;Changing the first value from $3xxx to $0xxx. This should place the sprites behind BG0 DW $01FC : DB $F4 : DW $0CEA DW $01F4 : DB $F4 : DW $0CE9 DW $0004 : DB $04 : DW $0CF2 DW $0004 : DB $FC : DW $0CE2 DW $C3F4 : DB $FC : DW $0CE0 DW $0006 ;Frame 2 (The next two frames are just duplicates of Frame 1) DW $0004 : DB $F4 : DW $0CEB DW $01FC : DB $F4 : DW $0CEA DW $01F4 : DB $F4 : DW $0CE9 DW $0004 : DB $04 : DW $0CF2 DW $0004 : DB $FC : DW $0CE2 DW $C3F4 : DB $FC : DW $0CE0 DW $0006 ;Frame 3 DW $0004 : DB $F4 : DW $0CEB DW $01FC : DB $F4 : DW $0CEA DW $01F4 : DB $F4 : DW $0CE9 DW $0004 : DB $04 : DW $0CF2 DW $0004 : DB $FC : DW $0CE2 DW $C3F4 : DB $FC : DW $0CE0 org $8C8D53 ;Metroid Examined Frame1 DW $0001 DW $C3F8 : DB $F8 : DW $0D99 ;Place the sprites behind BG0 (Make sure to be mindful not to place behind transparent tiles.) ;Metroid Examined Frame2 DW $0001 DW $C3F8 : DB $F8 : DW $0D9B ;Metroid Examined Frame3 DW $0001 DW $C3F8 : DB $F8 : DW $0D9D