| Patch Requests (09-24-11) |
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Forum Index - Events - SMW Central Production 2 - Patch Requests (09-24-11) |
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| Posted on 2011-06-03 03:46:45 PM |
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So since it seems like it wasn't noticed last time since it's not in the new base ROM, I'll request this again: could we please enable layer priority for vertical levels?
Originally posted by the ROM map286B7 | $05:84B7 | 32 bytes | Misc.
Table containing the default YXPPCCCT sprite tile settings for each level mode. Used for determining whether or not layer priority should work in a level mode; the value #$30 means that it won't work, while #$20 means that it will.
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| Posted on 2011-06-03 04:13:53 PM |
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I believe MrDeePay had made mention of this before, but I had made a patchable version of that quite a while back so people don't have to manually calculate which bytes to set that will set priority for all usable level modes.
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| Posted on 2011-06-16 12:59:43 PM |
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Sorry to ask,but what do all those patches do?I am curious, since I am making a level...
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| Posted on 2011-06-16 10:16:33 PM |
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You don't need to worry about any of them. They're pretty much all random fixes for the hack, minus Layer 3 ExGFX (which is really only necessary for those who want to get really fancy with the graphics in their level).
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| Last edited on 2011-06-16 10:17:05 PM by S.N.N.. |
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| Posted on 2011-06-17 12:23:22 AM |
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Originally posted by S.N.N.You don't need to worry about any of them. They're pretty much all random fixes for the hack, minus Layer 3 ExGFX (which is really only necessary for those who want to get really fancy with the graphics in their level).
How do I use that patch!!!
I think I could make some great efects with that in my cloud level...
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| Posted on 2011-06-17 12:31:13 AM |
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...yeah, worry about actually getting the design done first though. Once that's done, you'll have to pick an ExGFX file to use which contains said graphics, and then I'll reapply the patch from my end. Last time, we left Layer 3 ExGFX right until the end and edit1754 ended up implementing a bunch of BGs and whatnot. I imagine it'll be the same this time.
(that, and the L3 patch + the status bar kind of conflict at this point, so...)
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| Posted on 2011-06-19 04:41:12 AM |
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I'd like to request the H:None BG Scroll Reset Patch to fix the layer 2 position for my lantern boat level. It's a really small patch. Thanks.
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| Posted on 2011-06-20 12:09:47 AM |
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Could we have the custom mario palette per level patch?
Just asking, because I dont really know how much space it uses, but It would be useful for my level and probably others.
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| Posted on 2011-06-20 12:15:53 AM |
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Just looked at the patch, and it seems .. well, really large for one, and I can't honestly see it being THAT beneficial overall. If several people need it, I might consider it, but if it's only going to be you who uses it, I'll probably have to say no.
(Nothing personal at all. It's just that ROM space is going to be tight in the end again, and I'd rather we only include very necessary patches/fixes.)
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| Last edited on 2011-06-20 12:16:17 AM by S.N.N.. |
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| Posted on 2011-06-20 12:32:24 AM |
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Well, never mind.Dindt imagine It would save every palette of every level instead of just using the custom palette of that level...
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| Posted on 2011-06-20 12:33:10 AM |
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This is a much better alternative to that patch. It lets you set the palette dynamically (e.g. during levelINIT.asm, but it will work wherever you set the addresses) by setting RAM addresses instead of having a giant freaking table for every possible level. As long as we hijack the OW loading routine to restore the palette to normal it should be no big deal.
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| Posted on 2011-06-20 01:06:43 AM |
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Yes, that's a much better alternative. I'd still prefer only patching it if it is absolutely necessary (that is, if more than one person will end up using it), but at least that gives me a bit of comfort knowing it is on the smaller side.
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| Posted on 2011-06-20 10:30:58 AM |
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Well now, isn't this convenient timing? I'd definitely make use of that patch, and I would suspect that TRS would find use of it as well, but I don't really know.
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| Posted on 2011-06-20 10:33:59 AM |
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It would be nice for aesthetic purposes, but I'm not sure about other practical uses
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| Posted on 2011-06-20 10:37:47 AM |
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That patch could be used for caves(darker palette), under water(bluish palette), the "virtual levels", the beach levels(make mario sunburnt) ect.,
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| Posted on 2011-06-21 12:55:44 PM |
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How about using the Easier OW Mario Editor patch, so we can change OW Mario's Palette to 8? It would definitely help free up sprite palettes for the OW.
Link: http://www.smwcentral.net/download.php?id=571&type=patches
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| Last edited on 2011-06-21 12:57:41 PM by Luigi799. |
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| Posted on 2011-06-21 01:02:49 PM |
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I don't feel that anything related to the OW shouldn't be considered for patching seeing as the OW itself is nowhere near complete.
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| Posted on 2011-06-25 12:22:18 AM |
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I was testing out Forty2's level yesterday (yes, I already know it's cleared), and noticed that Spike Tops like to disappear sometimes, and vaguely recall Forty2 mentioning this very problem. As far as I'm aware, this Spike Top Fix has no side effects and corrects the issue. Also, it doesn't require freespace.
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| Posted on 2011-06-30 07:42:44 AM |
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I hope I don't bump this Thread.
Maybe we could use the SMB3 or SMAS Powerdown Patch. And Maybe we can use the Patch, that let the Powerups saved after finishing the Game like in 7 Statues.
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| Posted on 2011-06-30 08:36:44 AM |
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I believe the power-down patch was already applied in the newest base rom.
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Forum Index - Events - SMW Central Production 2 - Patch Requests (09-24-11) |