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Sprite Initial Facing Fix v1.1

SMW Patches → Sprite Initial Facing Fix v1.1

Submission Details

Comments (6)

Francium Link
Originally posted by Wolfguy423
this actually broke my hack. it wont even boot past the nintendo screen.
Not sure whats causing this, although to be fair i cant code even a little bit.

Check if there were any Hijack or FreeRAM conflicts with other patches. In most cases, that is the cause.
Wolfguy423 Link
this actually broke my hack. it wont even boot past the nintendo screen.
Not sure whats causing this, although to be fair i cant code even a little bit.
Vellidragon Link
I was having a problem where sprites were facing right at the start of a sub-level if Mario entered from a higher screen number than the one the sprites are on. This patch seems to fix that as well, very useful when using enemies like Spike Tops. Thanks!
 Thomas Link
I'm honestly surprised this issue wasn't found sooner, considering position method 2 isn't exactly a new thing. At least it's fixed now.
Maarfy From older version: Sprite Initial Facing Fix Link
This patch corrects a frankly rather odd quirk caused by the SubHorzPos routine in Bank 01 differing from its “copies” in Banks 02 and 03, for some reason. Tattletale had pointed out that the same fix can be accomplished with two one-byte hex edits, shown below for those who opt for simplicity:

Code
org $01AD33
	db $94

org $01AD3A
	db $95


Theoretically, the only side-effects from the hex-edit method would be seen in sprites that track the player’s position (Porcu-Puffer, chasing moles, etc.), and even then any difference would be nigh undetectable. But a difference is a difference, so there’s no reason the patch shouldn’t stay.
 Erik From older version: Sprite Initial Facing Fix Link
remoderator's note: converted to sa-1 (only needed sa1rom for that really). thanks to taffy for testing.