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No More Sprite Tile Limits v1.2.1

SMW Patches → No More Sprite Tile Limits v1.2.1

Submission Details

Name: No More Sprite Tile Limits v1.2.1
Authors: Arujus, MathOnNapkins, NoelYoshi, Tattletale, Vitor Vilela, edit1754
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This patch allows sprites to use more than a fixed amount of tiles. For all sprite headers. It is enabled in all sprite headers by default.

Same patch used by SA-1. I just converted it to fastROM.

Sprite header 08 has been altered to match sa-1's change to move it's max sprite slot header to 08 - therefore, I'm moving fastROM's max sprite slot header there too (same as 00 or 10). Sprite header 08 is unused in the original game.

DO NOT INSERT THIS WITH SA1, SA1 COMES WITH THIS ALREADY.

I added a few config flags so you can go back to header 10 and make it so it's only enabled in one sprite header.

v1.2.1
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Now the patch can search 2 additional slots ($34,$30). The Lakitu Cloud reserved slots have been moved to $28,$2C to accomodate this.

v1.2
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Added a compatibility flag that moves the sprite header back to 10.
Added a compatibility flag so that you can disable this patch from working in all sprite headers. Instead it will only be enabled for the configured sprite header.

v1.1
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Ported sa-1 code to fastROM.
Now enabled in all sprite headers.
Changed sprite header 08 to have the same amount of slots as sprite header 10 (or 00), to match sa-1's new max slot header. Sprite header 08 is unused.
Tags: lorom sprite sprite memory sprite tile tile
Comments: 26 (jump to comments)
Download 3.60 KiB | 3,258 downloads

Screenshots

Comments (26)

Gamma V Link
Originally posted by SJandCharlieTheCat
I had posted about this on the Discord a while ago, but had forgotten about it; but looks like Yoshi and the Lakitu cloud don't work together (in terms of Yoshi turning invisible), due to some of the sprite slot tweaking that was done for this version.

I'm experiencing the exact same problem in my current project.
SJandCharlieTheCat Link
I had posted about this on the Discord a while ago, but had forgotten about it; but looks like Yoshi and the Lakitu cloud don't work together (in terms of Yoshi turning invisible), due to some of the sprite slot tweaking that was done for this version.
Xboy1282 Link
What does this even do IDK what they mean by "more than a fixed amount of tiles" does that mean you can change the size??
EDIT: I think I found it out I think it's just SA-1 but idk what fastrom means though does it mean you can import it to a modified ROM? Also how the heck do you even apply this?
EDIT 2: Lol I think I had an old version or something IDK It works now
JamesD28 Link
Tested with:

• Lunar Magic 3.21
• Asar v1.71
• Snes9x v1.60
• bsnes plus v05

Works as intended, so, update accepted.
A-l-e-x-99 From older version: No More Sprite Tile Limits v1.2 Link
A rather overrated patch, IMO.

The only reason I downloaded it was because I'm using Romi's SMB1 Blooper in my hack and couldn't figure out how to get around it being a sprite memory hog. The patch may work out of the box, but it generates unbearable amounts of lag in levels that previously didn't have it, so I had to set the patch so that it would only be active on sprite memory index 10, and use that for the Bloopers.

I rate this a 3/5. It's a good patch in a pinch, but you shouldn't rely on it.
MegaSonic1999 Link
So if I get you right, I can set it to use any sprite header, but no other than 08 or 10, And with sprite header 08, the slowdown is reduced. Right?
 Kevin Link
Originally posted by MegaSonic1999
I mean, does it gonna replace the settings of the previous version? And should I set the sprite header to 08 or 10?

The settings are the same as the previous version, just read the notes in the asm file...
MegaSonic1999 Link
I mean, does it gonna replace the settings of the previous version? And should I set the sprite header to 08 or 10?
 Kevin Link
Originally posted by MegaSonic1999
I already applied the previous version to my rom, but is it okay if I reapply this version?

Should be okay.
MegaSonic1999 Link
I already applied the previous version to my rom, but is it okay if I reapply this version?
 Kevin Link
Originally posted by AnasMario130
When you say four tiles, what size do you mean? 8x8 or 16x16?
Doesn't matter, they both take one slot in OAM.
Anas Link
When you say four tiles, what size do you mean? 8x8 or 16x16?
 Kevin Link
Small update: added 2 more slots to the end of the search ($34,$30) and added screenshot. Nothing revolutionary, but better than leaving them unused. Thanks to Atari2.0 for giving the idea.
I also updated the SA-1 version, which you can get here. This version adds 4 tiles to the search (2 if there's a Lakitu cloud spawned). Patching this will overwrite the one included in the SA-1 patch.
aarkond From older version: No More Sprite Tile Limits v1.2 Link
A query.
In which folder should I insert this patch, or how do I run it?
Tattletale Author From older version: No More Sprite Tile Limits v1.2 Link
Originally posted by Nowieso
This new version of this patch causes lag in levels that didn't lag before, so I will use Version 1.1.

No more sprite tile is a generic patch that tries it's best to keep the original game tile displaying behaviour while allowing a more dynamic tile searching approach. It is slow.
This version is slower but has a lot more graphical fixes than the other one. So your call, slower but works fine, faster but buggy.
If you want to know what bugs are fixed in this version, here's a couple of them:
Hammer bro + platform fix
Fishing line for lakitu + fishing boo
Lakitu cloud + fishing boo cloud
Net door priority fixes
Boss fight fixes
Yoshi flickering other sprites bug
Behind scenary fix
And it also enables a couple more slots here and there.

So basically if you don't use the newest version you are up to find all those bugs, unless you use a different sprite header, which in this version is no longer needed and you can just use whatever. And if you do, you will lose nmstl, so yeah.
lx5 From older version: No More Sprite Tile Limits v1.2 Link
NMSTL has always caused lag compared to the original Sprite Headers in the game. Its algorithm is super slow and not really suited to handle lots of sprites in screen without lag.
Nowieso From older version: No More Sprite Tile Limits v1.2 Link
This new version of this patch causes lag in levels that didn't lag before, so I will use Version 1.1.
 RussianMan From older version: No More Sprite Tile Limits v1.2 Link
Tested with:
-Snes9X 1.59.2
-Lunar Magic 3.02
-Asar 1.71
Tested on LoROM and FastROM, and tested with !OldSpriteHeader and !EnabledForOneHeaderOnly options.

A must have for those who have sprite tile problems, due to crappy OAM management in original SMW.
TheBiob From older version: No More Sprite Tile Limits Link
That's the level mode you're editing then. The sprite header is the Lakitu head to the right. (#lm{sprhead})
Romano338 From older version: No More Sprite Tile Limits Link
When I select sprite header 10, it's all read with "cannot render this is boss battle" written. I think it's supposed to overwrite the sprite header 10, but I think it doesn't for me.
Tinfoilbot65 From older version: No More Sprite Tile Limits Link
My Asar won't put in the patch! How do I fix this?
TheN64man From older version: No More Sprite Tile Limits Link
I would do it but im too lazy to go change a header
 Erik From older version: No More Sprite Tile Limits Link
You use Asar.
Black60Dragon From older version: No More Sprite Tile Limits Link
This would be so helpful!!! How do I install this? Would I do this like I would for patching for a ROM hack with Lunar IPS?
JP32 From older version: No More Sprite Tile Limits v1.0.1 Link
Works with addmusicK. Also sumo brothers arent compatible when this is active(not mentioned anywhere).
LMPuny From older version: No More Sprite Tile Limits v1.0.1 Link
I patched it and isn't compatible with AddMusicK.