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Mario + Animated Tile ExGFX v2.1

SMW Patches → Mario + Animated Tile ExGFX v2.1

Submission Details

Name: Mario + Animated Tile ExGFX v2.1
Author: Roy
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This is the Mario ExGFX patch. It will install an ASM hack which will enable you to insert ExGFX for each seperate level and the titlescreen for GFX32 and GFX33. The ExGFX files that should be used should be the same size as the ones included inside the patch.
This version fixes a pretty serious bug where garbled graphics are uploaded in places where player ExGFX aren't used.
Tags: graphics lorom
Comments: 34 (jump to comments)
Download 20.04 KiB | 644 downloads

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Comments (34)

GadoGamer085 Link
how can I put this ExGFX into Lunar Magic without the SNES RAM corrupting?
SJandCharlieTheCat Link
Just a heads-up to anyone who might run into this problem: this patch isn't compatible with the standard Remove Status Bar patch. Will update this comment as I learn more, though I think it may have something to do with the shared hijack @ $00A5D5.

(In the meantime, if anyone's looking for an alternative status bar remover that's compatible with this patch, Dtothefourth has a per-level status bar remover that will free up the space for Layer 3 BGs.)
 underway Link
I think I managed to fix this by commenting out the entirety of this code:

Code
Label2:
; PHK                        ; \ Because of a hijack, we need...
; PEA.w .ReturnAZ-$01          ;  | ... to jump to a routine, ending in RTS...
; PHB                        ;  | ... this way.
; LDA #$00                   ;  |
; PHA                        ;  |
; PLB			   ;  |
; PEA $84CD		   ;  |
; JML $008E1A|!bank  ; /


right under the freecode label and making sure that this patch is applied after the status bar removal patch. I think the problem is that the status bar removal patch removes a call to some vanilla status bar handling code (at $008E1A) that this patch overwrites as well and attempts to restore. Since that code is not actually supposed to be called anymore after the status bar removal patch is run I think it results in a crash.

Idk if this is a very robust or safe solution, but it seems to work fine for me.
Apple Boy Link
Any chance for support with Seperate Luigi GFX?
Masked Man Link
How about adding 32x32 Player Tilemap Patch support?
Thiago678 Link
It's better to split it.
Anas Link
Hold on... if you don't want the graphics to be compressed so as not deal with sprite spawning problems, then what is the relevant code responsible for that? I'd like to remove it, and I think I can deal with the space issue myself afterwards.
 MarioFanGamer Link
Originally posted by Thiago678
Well,it works on a clean SA-1 ROM and not used by 3º party programs.

Just to note: I have tested this on SA-1. I generally do that when submitting resources even if I occasionally forget it, I still take SA-1 support rather seriously.

Originally posted by Thiago678
And it works right in a SA-1 rom.

No, it doesn't really. Why do others have reported issues then?

Lastly: This is not a SA-1 issue (it handles those graphics just fine. Source: Mario and animated tiles look correctly, the game doesn't crash). Instead, SMW treats GFX32 and GFX33 as single a file and the graphics buffer which SA-1 Pack reserved ended up as too small.
In hindsight, I probably should have separated them, though.
Thiago678 Link
And it works right in a SA-1 rom.
Thiago678 Link
Well,it works on a clean SA-1 ROM and not used by 3º party programs.
Thiago678 Link
Umm... I still think this patch can support SA-1,but we may split this patch into 2,so it won't give Graphics with GIANT sizes that SA-1 doesnt suppport.
Maybe that even may work.
 MarioFanGamer Link
Originally posted by Thiago678
Well,if this is SA-1,why the tag is not here?

Because the implementation is hacky as GFX32 and 33 are so big, they won't fit into SA-1's reserved decompression buffer. Not an issue when the game is booted (since nothing is used) but certainly in levels as behind the decomp buffer is the sprite load table and I have to manually clear that (and even that doesn't always work).
Thiago678 Link
Well,if this is SA-1,why the tag is not here?
SubconYoshi Link
Originally posted by AnasMario130
Originally posted by SubconYoshi
The SA-1 implementation, though hacky, seems to work pretty decently, actually. I haven't run into many problems at all.

...Besides a bizarre one where there's a possibility for two springboards to spawn when Mario carries it. Not sure what causes this, exactly.


That's because of the hacky implementation itself, which clears the sprite load state. Thus, sprite spawning's screwed up. MFG explains it in a little more detail in the patch itself.


ah ok, that makes a lot of sense
and since that's the case it's pretty likely that there's a lot of other problems that I haven't seen with other sprites
Anas Link
Originally posted by SubconYoshi
The SA-1 implementation, though hacky, seems to work pretty decently, actually. I haven't run into many problems at all.

...Besides a bizarre one where there's a possibility for two springboards to spawn when Mario carries it. Not sure what causes this, exactly.


That's because of the hacky implementation itself, which clears the sprite load state. Thus, sprite spawning's screwed up. MFG explains it in a little more detail in the patch itself.
SubconYoshi Link
The SA-1 implementation, though hacky, seems to work pretty decently, actually. I haven't run into many problems at all.

...Besides a bizarre one where there's a possibility for two springboards to spawn when Mario carries it. Not sure what causes this, exactly.
Thiago678 Link
is this compatible with sa-1?
Luigiz The Boss Link
You should make a version off this patch that does not effect the player. Do to having a patch that effected the player gfx when i used this patch the player gfx was messed up. still this is a good patch and you did a good job making it
Hayashi Neru Link
it works fine when you first enter the level, but malfunctions when you enter it again.
 RussianMan Link
Tested with:
Lunar Magic 3.10
Asar 1.71
SNES9X 1.60

While i personally prefer Alternate Mario ExGFX, this patch is a good alternative and does have a few advantages:
-while not as flexible, it also allows for different Animated graphics per-level
-it uses compressed graphics, which (usually) take less space

of note, you can improve loading times by changing compression to "Optimized for speed" in options->Compression Options for this ROM...
 MarioFanGamer Link
It works but because SA-1 implementation is kind of hacky, use it at your own risk.
codfish1002 Link
Does this patch work with Sa-1?
 MarioFanGamer Link
Originally posted by lx5
Originally posted by Fermín Acosta Jr.
Does it make powerups 3.3.4 compatible or no.

no, making everything compatible with custom powerups isn't the main goal of the remoderation

And even then, Custom Powerups use 32×32 Mario graphics anyway which makes the patch kind of redundant (well, except maybe for the animated tiles but there are workarounds to it).

Either way, you still shouldn't bug everyone about patch compatibility. You got banned by doing so once and we will not stand back doing that again if you don't change your behaviour!
lx5 Link
Originally posted by Fermín Acosta Jr.
Does it make powerups 3.3.4 compatible or no.

no, making everything compatible with custom powerups isn't the main goal of the remoderation
El Cuh Fermin Link
Does it make powerups 3.3.4 compatible or no.
lx5 Link
Originally posted by MarioFanGamer
It was late, okay?

no u

that's a really nice workaround for the decompression buffer btw
 MarioFanGamer Link
It was late, okay?
lx5 Link
Originally posted by HD_DankBaron
Unless I'm actually losing it finally; I think you uploaded the incorrect zip file.

Yup, you're right, this is the patch included in this submission.
HD_DankBaron Link
Unless I'm actually losing it finally; I think you uploaded the incorrect zip file.
 MarioFanGamer Link
Tested with:
  • SNES9x 1.60
  • BSNES+ v04
  • Asar 1.71
  • SA-1 Pack v1.32
  • Lunar Magic 3.03
I'M DONE FOR! This patch must have one of the hackiest ways to add SA-1 support! <_< For this reason: There is no warranty that using this patch on a SA-1 won't break!

Also made it possible to speed up the loading time a bit by storing the graphics number into freeRAM and only upload the graphics when the graphics differ from the previous room and adjusted the readme. Oh, and also fixed a glitch in which the credits break with this patch applied.
 MarioFanGamer From older version: Mario + Animated Tile ExGFX v2.1 Link
Don't worry, it'll be compatible soon. #ab{;)}
h.carrell From older version: Mario + Animated Tile ExGFX v2.1 Link
Originally posted by Hooded Edge
If only it was SA-1 compatible...
and converted to asar
 Hooded Edge From older version: Mario + Animated Tile ExGFX v2.1 Link
If only it was SA-1 compatible...
nambona890 From older version: Mario + Animated Tile ExGFX v2.1 Link
It makes everything noticeably longer to load, and the ExGFX only kicks in when the mosaic is finished.