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Tip: By pressing Shift while placing event tiles, they will be made "silent" and will not appear until a map transition happens. Always use silent event tiles to draw paths in other maps (i.e. a Vanilla Dome event while the player is on the main map), or glitchy tiles may appear.
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Details for Dynamic Sprites Patch
SMW Patches - Dynamic Sprites Patch Link - Show random
File Name: Dynamic Sprites Patch
Added:
Version History: View
Authors: edit1754, smkdan
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: dsx.asm. Lets you use dynamic sprites.

UPDATE: now doesn't screw up the overworld.

UPDATE 2:
This update copies SA-1 method to handle the dynamic sprite slots.

Originally, dsx.asm just uploaded the whole lower half of SP4 every frame, now it only uploads the graphics of the sprites that are on screen.
dsx.asm also has integrated garble.asm instead of having it on another file.
Tags: dynamic sprites, lorom, needs remoderation, sprites
Download: Download - 1.47 KiB
101,292 downloads
Mogu94
Nice update.
Posted by: Mogu94 - | Link
Vitor Vilela
Stable and running fine, approved.

Obviously it is not a SA-1 hybrid version because this patch is already included (and optimized) for SA-1 Pack, which is the reason that LX5 decided to update the original one with SA-1 Pack's optimizations (multiple DMAs to reduce V-blank usage if less slots are being used). Also that should make a bit of SP4 free if the level designer never put more than x (1-3) dynamic sprites on same screen.
Posted by:  Vitor Vilela - | Link
HammerBrother
Is this a sa-1 hybrid? Because I couldn't find this: if read1($00FFD5) == $23
Posted by: HammerBrother - | Link

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