tl;dr: This patch allows you to have separate graphics for Luigi in the overworld. Check the readme for more info.
This patch rewrites the entirety of the code that handles the drawing of the player's/Yoshi's sprite in the overworld, making them dynamic sprites. It also adds the functionality of adding separate graphics for Luigi. Requires freespace, though it also frees more than 1000 bytes in bank 4 for whatever you want.
This patch is an overhaul of the C3 version, which was really buggy. Now Yoshi has proper priority depending on whether he's on land on water, and tile priority is assigned with active->inactive instead of Mario->Luigi, which fixes a lot of oddities.
Doesn't include graphics for player 2, the bin is just the default Mario. Sorry about that!
I'm second to say that if you disable !EnableYoshi, asar won't insert the patch. There are 'if's missing on 'Yoshi 1's top tiles','Yoshi 1's bottom tiles', 'Yoshi 2's top tiles' and 'Yoshi 2's bottom tiles'.
Also, this patch breaks/conflict with Alcaro's overworld sprite tool, as both tries to hijack $04862E. There should be an 'if' somewhere checking the usage of the OW ST.
The patch should definetely be remoderated and fixed.
Otherwise, it is working fine from what I tested here.
It seems that this patch isn't compatible with AddmusicK or SA-1. You can get it to run with either, but when any of the dynamic sprites goes off screen, whether it be moving between sub maps or looking around the Overworld with Start, the game crashes. Strangely enough, when SA-1 is patched in, it won't crash when you move the camera from right to left or from bottom to top, on the overworld like AMK, rather the player's sprite will wrap around. Offhandedly, there's a visual inconsistency when you use a warp star and the player sprite doesn't spin. Also, Asar rejects the patch if you have !EnableYoshi set to 0 since it tries to load #YoshiGFX which doesn't get defined. I do hope this gets fixed up in the future, because I would like to use this in my rom hack to further differentiate the character's sprites.
Note that for the average person, you will NOT see any real differences by patching this. That being said, this patch is a must-have for anybody that intends on using the normal Separate Luigi Graphics patch. Further differences between the player characters always are a good thing.
I suppose all we really need now are perfected SMA2 Luigi Physics and we'll be good to go.
I corrected some graphics causing the animation to look close to the original routine. Subtle notes: When the player on yoshi is at the green switch palace, it causes the player to walk on yoshi. And the walking upward animation isn't vanilla.
I have a quesion about this patch. Does it free up space in GFX10 (since Mario is now a dynamic sprite?). Can I use the space that was previously used for Mario poses in overworld for other sprites (or Mario Start/Game Over/Time Up) message?