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No More Sprite Tile Limits v1.2

SMW Patches → No More Sprite Tile Limits v1.2

This file is obsolete. The latest version is No More Sprite Tile Limits v1.2.1. For other versions, check the version history.

Submission Details

Name: No More Sprite Tile Limits v1.2
Authors: 22460, Arujus, MathOnNapkins, Tattletale, Vitor Vilela, edit1754
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This patch allows sprites to use more than a fixed amount of tiles. For all sprite headers. It is enabled in all sprite headers by default.

Same patch used by SA-1. I just converted it to fastROM.

Sprite header 08 has been altered to match sa-1's change to move it's max sprite slot header to 08 - therefore, I'm moving fastROM's max sprite slot header there too (same as 00 or 10). Sprite header 08 is unused in the original game.

DO NOT INSERT THIS WITH SA1, SA1 COMES WITH THIS ALREADY.

I added a few config flags so you can go back to header 10 and make it so it's only enabled in one sprite header.

v1.2
-----
Added a compatibility flag that moves the sprite header back to 10.
Added a compatibility flag so that you can disable this patch from working in all sprite headers. Instead it will only be enabled for the configured sprite header.

v1.1
-----
Ported sa-1 code to fastROM.
Now enabled in all sprite headers.
Changed sprite header 08 to have the same amount of slots as sprite header 10 (or 00), to match sa-1's new max slot header. Sprite header 08 is unused.
Tags: lorom sprite sprite memory sprite tile tile
Comments: 14 (jump to comments)
Download 3.28 KiB | 2,472 downloads

Comments (14)

A-l-e-x-99 Link
A rather overrated patch, IMO.

The only reason I downloaded it was because I'm using Romi's SMB1 Blooper in my hack and couldn't figure out how to get around it being a sprite memory hog. The patch may work out of the box, but it generates unbearable amounts of lag in levels that previously didn't have it, so I had to set the patch so that it would only be active on sprite memory index 10, and use that for the Bloopers.

I rate this a 3/5. It's a good patch in a pinch, but you shouldn't rely on it.
aarkond Link
A query.
In which folder should I insert this patch, or how do I run it?
Tattletale Author Link
Originally posted by Nowieso
This new version of this patch causes lag in levels that didn't lag before, so I will use Version 1.1.

No more sprite tile is a generic patch that tries it's best to keep the original game tile displaying behaviour while allowing a more dynamic tile searching approach. It is slow.
This version is slower but has a lot more graphical fixes than the other one. So your call, slower but works fine, faster but buggy.
If you want to know what bugs are fixed in this version, here's a couple of them:
Hammer bro + platform fix
Fishing line for lakitu + fishing boo
Lakitu cloud + fishing boo cloud
Net door priority fixes
Boss fight fixes
Yoshi flickering other sprites bug
Behind scenary fix
And it also enables a couple more slots here and there.

So basically if you don't use the newest version you are up to find all those bugs, unless you use a different sprite header, which in this version is no longer needed and you can just use whatever. And if you do, you will lose nmstl, so yeah.
lx5 Link
NMSTL has always caused lag compared to the original Sprite Headers in the game. Its algorithm is super slow and not really suited to handle lots of sprites in screen without lag.
Nowieso Link
This new version of this patch causes lag in levels that didn't lag before, so I will use Version 1.1.
 RussianMan Link
Tested with:
-Snes9X 1.59.2
-Lunar Magic 3.02
-Asar 1.71
Tested on LoROM and FastROM, and tested with !OldSpriteHeader and !EnabledForOneHeaderOnly options.

A must have for those who have sprite tile problems, due to crappy OAM management in original SMW.
TheBiob From older version: No More Sprite Tile Limits Link
That's the level mode you're editing then. The sprite header is the Lakitu head to the right. (#lm{sprhead})
Romano338 From older version: No More Sprite Tile Limits Link
When I select sprite header 10, it's all read with "cannot render this is boss battle" written. I think it's supposed to overwrite the sprite header 10, but I think it doesn't for me.
Tinfoilbot65 From older version: No More Sprite Tile Limits Link
My Asar won't put in the patch! How do I fix this?
TheN64man From older version: No More Sprite Tile Limits Link
I would do it but im too lazy to go change a header
 Erik From older version: No More Sprite Tile Limits Link
You use Asar.
Black60Dragon From older version: No More Sprite Tile Limits Link
This would be so helpful!!! How do I install this? Would I do this like I would for patching for a ROM hack with Lunar IPS?
JP32 From older version: No More Sprite Tile Limits v1.0.1 Link
Works with addmusicK. Also sumo brothers arent compatible when this is active(not mentioned anywhere).
LMPuny From older version: No More Sprite Tile Limits v1.0.1 Link
I patched it and isn't compatible with AddMusicK.