Name: | 32x32 Player Tilemap Patch 1.4 |
Authors: | ExE Boss, Ladida |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | Yes |
Description: | This patch will make the player’s tilemap 32×32 instead of 16×32, by replacing the 8×8 tiles. More info in the readme. Permission from Ladida Permission from Ladida, lx5 update ExE Boss’s Changes ------------------
------------------ Source code is available on lx5's GitHub. |
Tags: | 32x32 dynamic graphics lorom mario player player change player graphics sa-1 |
Comments: | 49 (jump to comments) |
Download
104.08 KiB | 1,378 downloads
Comments (49)
requires changes to work with sa-1 pack 1.35+ (dma remap conflict)update is already waiting to be moderated though
My only gripe with the patch is that it doesn't seem to work with the "Separate Luigi Graphics" patch. I hope that's added in a later update (or that I can figure out the fix myself)!
If this site would let me rate patches, I'd give this a 4/5.
Use the latest version of Sa-1 patch
agreed
Mario's values changes with the Double Jump Cape
If you patch this patch. You cannot do some player patches. Like Double Jump
Frames are not the right ones. Mario will act a bit weirdly if not changed !
Also, the 'smash hammer' frames don't have the right cap graphics (you copied the 'punching Yoshi' frame).
Mario's values changes with the Double Jump Cape
Small Mario's jumping animation changes to X
Fire Mario's Gravity is crazy
Mario never loses the cape and Cape Mario's jumping sprite is broken
Also some weird noises can be heard on the songs
insert GFX10.bin that comes in the misc_gfx folder into your hack.
Thank you for the super quick reply. Worked perfectly, this patch is perfect for making custom characters and is much appreciated.
in the ow_mario.asm I double checked and set the values to be the correct tiles for walking up but it still happens.
Is there any way for me to fix this? I have come a long way in creating a custom characer that requires this patch before I realized this issue existed.
insert GFX10.bin that comes in the misc_gfx folder into your hack.
in the ow_mario.asm I double checked and set the values to be the correct tiles for walking up but it still happens.
Is there any way for me to fix this? I have come a long way in creating a custom characer that requires this patch before I realized this issue existed.
One tiny thing to note: saving on the overworld without inserting ExGFX seems to pass both the "save on overworld" and the "insert ExGFX" asserts. The necessary Lunar Magic code is still inserted (and isn't reinserted upon inserting ExGFX after the fact), so it presents no danger to users of this patch.
Tested with Asar 1.71, Lunar Magic 3.10, SA-1 1.32, Snes9x 1.59.2.
- Fixed Mario GFX being overwritten during submap transitions while the border is visible.
- Fixed player's palette being overwritten during submap transitions while the border is visible.
- Removed shared folder dependancy and cfg file.
This new version also requires inserting ExGFX and saving the Overworld at least once to be able to use the patch.
There is, however, one fairly noticeable bug to be aware of - the bottom half of the player sprite on the overworld border briefly draws garbage when the windowing overworld transition is active (i.e. when switching maps via a red path tile). Pipes, stars, save prompts and level fades (to and from) all work fine. It took quite some time to sniff out the issue, but it seems this patch is at odds with some code applied by Lunar Magic upon saving the overworld. Applying this patch before or after saving for the first time makes no difference. I've made the decision to approve this update as version 1.2 seems to suffer from the same issue anyway, but a future update to remedy the problem would be welcome.
Tested with Asar 1.71, Lunar Magic 3.03 and 3.04, SA-1 1.32, Snes9x 1.59.2.
Changes:
- Added support for other patches that needs to run code on NMI.
- Fixed garbage tile on the print statements.
- Updated shared folder to actually be usable on latest asar.
From further testing, this happens repeatedly in Layer 3 levels as well (tide, etc) on the top right side of the screen seen here.
I'm using the new expanded PlayerGFX file.
Edit: Using the older and smaller PlayerGFX (less space used in ROM freespace) didn't fix my problem. Also using the default freespace address doesn't fix it either. I don't know if the older versions would do this but the thing is, I need it SA-1 compatible which this version is.
Edit 2: I've moved on and used an alternate method to get the results I want because I was honestly getting tired of waiting. Would still like a reply though either here or PM.
That’s because you forgot to install the
GFX--.bin
files from themisc_gfx
folder.e: til
So $13E0 is what the patch expands. Thanks.
And for you users, keep in mind that if you use a file at least larger than 64KiB, you have to search for freespace manually. We use slogger for that. And due to the limitations, it also reserves four banks instead of just however large the GFX file is. Again, limitations.
Yes, poses
$C0
–$FF
are free to use for whatever you want (that’s 64 poses, and with an upcoming patch of mine, you’ll be able to use even more), and you also get a total of 136 free frames inPlayerGFX.bin
(the old version only has 9).Can we get a SA-1 version please?
The weird thing is, I remember there being a SA-1 version at one point, tagged as SA-1 and so on and so forth. Now it's no where to be found...
After searching a bit more, I found what I was remembering. LX5 converted this patch to SA-1 in the past. The problem is, the download has since been deleted coming up as an error (this file is no longer available.)
:\
What am I doing with my life?
Hail Satan! Take me into your loving embrace and impart upon me your secrets...
If you value your life, change the BRL in 32x32_tilemap.asm to JMP!!!