Hello everyone. I've been working every day on my port of Mega Man II SNES 16-BIT.
I'd like to showcase the following video, what I have to do in order for the giant BG fish in Bubble Man's stage, to disappear in 16-BIT mode.
I like how in Mega Man X, a defeated enemy will have it's image fluctuate from being present on the screen, to not being present on the screen during it's destruction, this happens every other frame.
I needed to do something like that in my situation, since I'm using multiple BG layers, and if I simply do what the original 1988 version does, a simple palette fade to blue like the water, the bg image of the fish will still be present.
So I've had to create alot of custom asm for the destruction, and non drawing, of the defeated giant bg fish.
1: create new death sequence by modifying the tilemap where the giant fish is located, and alternate it's tileset via a DMA buffer with it's tiles in 1 frame, and blank tiles in another frame
2: at the end of the death sequence, create a flag in ram indicating one of the bg giant fish (there are 2) has been defeated
3: modify the games level construction engine, to read against defeated fish flag to see if it's set, if not, allow the original 16x16 blocks to be drawn, it set, bypass the original 16x16 blocks for bg giant fish and replace with a blank 16x16 block
4: clear defeated bg fish flags when you get a game over, or when bubble man is defeated
All of that I've had to code, just for that, heh.