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Tip: Use this patch to fix the bug where editing the upper right 8x8 tile of the sideways walking Koopa Troopa in GFX01 makes the coin sparkles look glitchy.Not logged in.
Details for Vertical Level Priority Fix
SMW Patches - Vertical Level Priority Fix Show random
File Name: Vertical Level Priority Fix
Added:
Authors: Lightvayne
Tool: Asar
Requires Free Space: No
Bug Fix: Yes
Featured: No
Description: This patch fixes a bug that vertical levels disables tiles from having priority.
Tags: lorom, priority, sa-1, vertical level
Download: Download - 358 bytes
305 downloads
Screenshots
Image
Erik
jack you big dumb this isn't sa-1 compatible
Fixed that; apart from that, it needed no remoderation.

Tested with: Asar 1.71; SA-1 v1.32; Lunar Magic 3.03; snes9x 1.60
Posted by:  Erik - | Link
kamekku14
As seen in this thread.
Posted by: kamekku14 - | Link
Majunia
Just that I needed. Thanks for make it.
Posted by: Majunia - | Link
RussianMan
Totally forgot about this patch! Even thought it's just mix of various hex edits, it's still a nice patch.
Posted by:  RussianMan - | Link
1UPdudes
I've always been bothered by this bug ever since I started hacking and just thought it was something that could not be fixed.

I'm using this for every project I do now as I feel as if I can finally create Vertical Levels in the way I've always wanted.

Thanks for the great work.
Posted by:  1UPdudes - | Link
JackTheSpades
@GHB
This patch doesn't need any special code to run on SA-1.
That said, I'd understand adding the sa1rom thing, but why did you add these when you didn't even use them in the code?

Code
if !SA1
	!Base1 = $3000		;>$0000-$00FF -> $3000-$30FF
	!Base2 = $6000		;>$0100-$0FFF -> $6100-$6FFF and $1000-$1FFF -> $7000-$7FFF
else
	!Base1 = $0000
	!Base2 = $0000
endif

Posted by: JackTheSpades - | Link

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