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No More Sprite Tile Limits

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Is there much room for optimization in your routine? A full set of dynamic sprites will take 12%~ CPU time per frame for graphics alone (rough approximaton) so that would definitely make slowdown more apparent.
off-topic oh so I had use Xkas not LunarIPS I wish someone could've told me that earlier .
Anyway, great work now I can finally use the Banzai bill generator properly
Why can this only be done with Xkas? Whenever I open Xkas, A window appears for a split second then just closes
Xkas is a console application.

-_-
Your layout has been removed.
Originally posted by Total Falconation
Why can this only be done with Xkas? Whenever I open Xkas, A window appears for a split second then just closes


You need to use Command Prompt with it open it up and type this:

xkas.exe ?.asm ?.smc


I have the patch ready for public test! Download
It uses sprite header setting 10 (see bottom of first post) instead of those other methods I was thinking about using.
aww fresh! This patch kicks ass! Now my banzai bill level should kick more ass!
Many thankx SMWedit!
For anyone who gives two shits...
I'm not dead!
But my PC nearly was!
I'm still kinda iffy so i won't be on a lot but fingers crossed!
Who am i kidding?
Like you actually missed me...
I can't download it, because "Forbidden

You don't have permission to access /oampatch.zip on this server."
I open this up with command prompt, so I should type in xkas.exe, oampatch.asm (right?) and mario - kopie.smc (that's the name of my ROM). It does not seem to work right though.

It's xkas.exe oampatch.asm mario - kopie.smc... right?
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
1. Make sure that you are on the directory with xkas, the patch, and the ROM.

2. I don't think that the path or file names can have spaces.

3. The .exe is unneccessary.
Your layout has been removed.
Originally posted by 2731yugeip
2. I don't think that the path or file names can have spaces.


Yeah that did it for me.
Hmm... patch doesn't seem to work quite well though, I only had one Banzai Bill on the screen. *tries again*

Edit : Oh yes, I know what's wrong. Which setting do I need to set it at? (the sprite memory)

Edit 2 : Never mind all that. 10 of course >.<. Great patch. Things seem to start glitching at 5 Banzai Bills. That's incredibly much.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
This patch is awesome. But I have one question: Does it have to be patched to a clean ROM?
no, when I made it, I used it on my sprite test ROM that has loads of crap in it
Awesome Patch. Thanks for the Patch Smwedit!

EDIT: Whoops, I accidently just deleted the video of me testing it off of youtube. I'll upload it again. Sorry. :(
EDIT2: Here it is:
<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/3A6ZyHFA9as"> </param> <embed src="http://www.youtube.com/v/3A6ZyHFA9as" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
Originally posted by Total Falconation
Awesome Patch. Thanks for the Patch Smwedit!

EDIT: Whoops, I accidently just deleted the video of me testing it off of youtube. I'll upload it again. Sorry. :(
EDIT2: Here it is:
<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/3A6ZyHFA9as"> </param> <embed src="http://www.youtube.com/v/3A6ZyHFA9as" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

This patch rocks indeed. Now it's posible to have many YI number platforms.
Unexpected end tag (</param>) at 395, expected </div>
Unexpected end tag (</embed>) at 517, expected </div>
Unexpected end tag (</object>) at 527, expected </div>
Cool. "Think of the implications"...indeed. Some things can be more annoying, or challenging. Just as long as there isn't too much slowdown. I imagine that problem will be dealt with in time. Since Super Mario World was one of the FIRST games to come out.....it's natural that it doesn't use the FULL POTENTIAL OF THE SNES! With the right hacks....IT WILL!

~Ra'akone

"I am not a sheep, I am a free man!"
I just tried it out and it works, but when I put it in a level that had some disappearing sprites it caused massive slowdown... maybe that's why SMW put tile limits in the first place.
Hrm... would it be impossible to expand SMW's RAM or something to allow it to process more sprites with less slowdown?
it's not a RAM issue, it's a CPU speed issue, but (I think) if we use the SA-1, we won't have this problem, but I haven't even figured out how to use accelerator chips yet.
The patch killed my hack once I used addmusic on it. :(
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