Name: | Dynamic Sprites Patch |
Authors: | edit1754, smkdan |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | Yes |
Description: | dsx.asm. Lets you use dynamic sprites. UPDATE: now doesn't screw up the overworld. UPDATE 2: This update copies SA-1 method to handle the dynamic sprite slots. Originally, dsx.asm just uploaded the whole lower half of SP4 every frame, now it only uploads the graphics of the sprites that are on screen. dsx.asm also has integrated garble.asm instead of having it on another file. |
Tags: | dynamic sprites lorom needs remoderation sprites |
Comments: | 6 (jump to comments) |
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Comments (6)
Obviously it is not a SA-1 hybrid version because this patch is already included (and optimized) for SA-1 Pack, which is the reason that LX5 decided to update the original one with SA-1 Pack's optimizations (multiple DMAs to reduce V-blank usage if less slots are being used). Also that should make a bit of SP4 free if the level designer never put more than x (1-3) dynamic sprites on same screen.
The fixed bugs are non-existent on SA-1 Pack, so no other modification is required.
1. Moved LDA #$80 : PHA : PLB to fix a rare bug when the bank byte is set to a non-mirrored bank (i.e. $7F), making the patch pretty much screw up part of RAM for a single frame. Thanks worldpeace for actually figuring up.
2. garble.asm now uses proper freespace instead of using bank $04 unused space.