I see what you mean about the tile sharing, and how the stuff is animated. Why did they do that way .. have to get creative to workaround.
Looked at the code for the super power-ups. That is clever find.
$27/A4AE BF 38 84 28 LDA $288438,x[$28:8483]
$27/A4B2 85 00 STA $00
$27/A4B4 BF 39 84 28 LDA $288439,x[$28:8484]
$27/A4B8 85 01 STA $01
$27/A4BA BF 3A 84 28 LDA $28843A,x[$28:8485]
$27/A4BE 85 02 STA $02
Insectduel = GBA powerups
288483 = 68 [small - flower]
288492 = AA [small - leaf]
Table controls which code is run. Giving credit as-is to Insectduel. With Darhkdaiz who did the research (from notes).
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I think I've found a solution to the castle animation problem. There's actually 2 map cycles:
worlds 1-4,6-8 = 31:a000 + 37:8000,9000,a000
world 5 = 39:c000,d000,e000,f000
It's actually world5 we can use as it has the castle layout but missing some tiles. It looks kinda different from the final product so maybe it was a prototype or something.
I'm working on the code switch (basically done) and figuring out which tiles have collision problems with sky world data.
edit: And to annoy me some more, the engine needs reworking again. File paths aren't so nice when asar macros are in use.
Then start cleaning house with some of the remaining Alex O smb3 patches. And figure out where I'm at.
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Plugin engine is upgraded to be flexible with paths. And now I have a working coin road animation for World 8-4 SMB3.
Also it looks probable that the castle eyes were supposed to glow just like the skulls; some old smas alpha artwork shows the skulls with no eyes and a plain backdrop.
And now I see that the Sky Tower is using the old alpha graphics with plain backdrop, not the new smas updated one with the grass background. Will fix that also, maybe add some more patches and then hotdrop again.
edit: Problem is the castle uses the entire 15-colors in the palette. Which makes the blinking animation normally not possible. Have to try and get more creative.
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Given my unusual schedule, posted another demo.
https://github.com/stratoform/remote/tree/smas_washI did managed to get the Redux white gloves back in. Bowser castle coin road should shine. The castle eyes are not the Advance colors because of palette issues; I have an idea for that too but want to consider future patch conflicts, since I've hit some already.
I am going through the patch list again now (gba powerup et al).
I'm also curious to try fixing the World 5 mini-map (Advance) and updating the Bowser castle map also to Advance.
@Alex O.
Do you have a list of what the "SMAS+SMW - SMB3 GBA Sprites.ips" contains? Roughly which ones other than white gloves? I just thought about the Raccoon stripes so that's one. And the Bowser castle look.
And what is the "SMAS+SMW - Luigi Blue Garb.ips"?
@Misc
BTW, what does anyone think about the castle eye colors? Because the skulls light up from black - dark grey - light grey - dark grey. But not pure white. So it got me wondering some bit.
Based on current castle palette, eyes are more of a fiery color and castle is that dark purple-ish tint. If we switch to palette 6, it gets that grey castle wall look and the eyes can glow like Advance white. But should it be that pure like a flashlight?
I'll add the Advance option anyway once I figure it out. But wondering on an alternate. And an option to use the Advance castle sprite.
Here's the wip gif

NES

Advance
