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) |
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Comments (34)
(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.)
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.
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.
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.
Maybe that even may work.
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).
...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
...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.
...Besides a bizarre one where there's a possibility for two springboards to spawn when Mario carries it. Not sure what causes this, exactly.
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...
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!
no, making everything compatible with custom powerups isn't the main goal of the remoderation
no u
that's a really nice workaround for the decompression buffer btw
Yup, you're right, this is the patch included in this submission.
- 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.