SpareCharacters.chr
Load it over FairyForestBG.chr at offset #F0 for the stage select, intro, and ending screen(s).
StageSelect.nss updated.
Ending:
Return to stage select with miroh and miroh theme (like now)
Press any button: Miroh theme continues to play EndingText.nam displays.
Press any button: The text within the light blue section clears out /*, the ending track begins playing, and the ending metsprite scroll animation plays (details coming soon)
/* clears out with tile #00- because the color is duplicated in this subpalette and we need the area clear for BG priority not to be hidden.
So, metasprites scroll, one at a time:
from the right
to the center
stop
Out the left.
In beat to the music. I tried to make a gif showing the timing rhythm. Ignore the fact that I miss the center mark here. Of the three here, #3 felt the most desired. 😅
So, the first metasprite comes in on the first doot doot doot doot, waits, and then leaves on the doodle oodle oodle oodle part that follows, and the rest follow that same beat. 😅
Between certain metasprites, we need to load new sprite pals. But each time we load a sprite pal, we need to overwrite this color here with #01. (the shadow)
I'll make the list now.
(GlitteryGrottoSPR.pal)
UniLeftSleep2
ClementineHigh,
HallabongHigh,
CarrotHigh,
BerriesHigh
(and remembering to update the shadow color at each SPRpal load, even marshmallowmountain's.)
Upon button press return to title screen, I reckon.
SpareCharacters.chr Load it over FairyForestBG.chr at offset #F0 for the stage select, intro, and ending screen(s).
StageSelect.nss updated.
Ending:
/* clears out with tile #00- because the color is duplicated in this subpalette and we need the area clear for BG priority not to be hidden.
So, metasprites scroll, one at a time:
In beat to the music. I tried to make a gif showing the timing rhythm. Ignore the fact that I miss the center mark here. Of the three here, #3 felt the most desired. 😅
So, the first metasprite comes in on the first doot doot doot doot, waits, and then leaves on the doodle oodle oodle oodle part that follows, and the rest follow that same beat. 😅
Between certain metasprites, we need to load new sprite pals. But each time we load a sprite pal, we need to overwrite this color here with #01. (the shadow) I'll make the list now.
.... (MarshmallowMountainSPR.pal) MirohMap, BerriesHigh, BlueCornHigh, BananasHigh, SweetPotatoHigh,
(StarlitStablesSPR.pal) UniLeftIdle, AppleHigh, CornHigh, PearHigh, AvocadoHigh,
(RainbowRetreatSPR.pal) UniLeftCharge2, EggplantHigh, KiwiHigh, BroccoliHigh, GreenPeasHigh,
(FairyForestSPR.pal) UniLeftBreath1 StrawberryHigh, CherriesHigh, GrapesHigh, CucumberHigh,
(GlitteryGrottoSPR.pal) UniLeftSleep2 ClementineHigh, HallabongHigh, CarrotHigh, BerriesHigh (and remembering to update the shadow color at each SPRpal load, even marshmallowmountain's.)
Upon button press return to title screen, I reckon.