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.
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.
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.
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.