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Sprite Message Box v1.1

SMW Patches → Sprite Message Box v1.1

Submission Details

Name: Sprite Message Box v1.1
Authors: edit1754, lx5
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Allows enabling the use of Sprites instead of Layer 3 to render Message Box Text, on a per level basis, in order to free-up Layer 3 in levels that use Message Boxes.

Automatically determines which sprite tiles are safe to temporarily overwrite -- so there's no need to block off a certain amount of sprite tiles.

Incompatible with Message Box Expansion.

- v1.1 (2019-Jul-05): Now compatible with latest LM, SA-1 and Custom Powerups.
Tags: layer 3 lorom message block message box sa-1 sprite
Comments: 27 (jump to comments)
Download 10.44 KiB | 872 downloads

Screenshots

Comments (27)

camposg48 Link
The patch is incompatible with No Yoshi Entrance Edit, is possible to fix it?
MarioSMWGooder Link
Good! Works With Asar!#smrpg{y}#smw{:TUP:}
armyofwin98 Link
I FORGOT DOSENT WORK WITH GPS#smw{-_-2} BUT MY ROM IS OKAY#smw{:TUP:}
armyofwin98 Link
THAKS#smrpg{y}#smrpg{y}:OO.O#smw{:TUP:}
Miguel Lutero Link
Cool
 Aram Link
Really neat patch, but unfortunately this crashes with SA-1 v1.40. Older versions work just fine.
Hayashi Neru Link
This patch doesn't seem to be compatible with the latest SA-1 patch.
BlueToad Link
Originally posted by simon.caio
so is this an uberasm patch? tried uberasm and patch with asar both crash the rom

If it is crashing with Asar, try changing your file format to .smc instead of .sfc.
 Donut Link
Originally posted by simon.caio
so is this an uberasm patch? tried uberasm and patch with asar both crash the rom

Nope. Asar.
simon.caio Link
so is this an uberasm patch? tried uberasm and patch with asar both crash the rom
lx5 Author Link
requires changes to work with sa-1 pack 1.35+ (dma remap conflict)
Anas Link
If you apply this on an SA-1 ROM with custom powerups and then PIXI afterwards, the player will either die or the level and GFX will glitch when you exit a message box. To fix this, just go to line 306 and under LDA.l !ROM_SuperGFXBypassAddr,x, add AND.w #$0FFF. Now no matter how many times you hit the message box or what angle you hit it from, there'll be no problem.
Ice Man Link
Glitches out when using UberASM for some reason. Fault might be the JSL $7F8000 hijack at $A295.
 Blind Devil Link
Tested with Asar v1.71, SNES9x v1.58, in both normal and SA-1 ROMs, with and without Mario's 8x8 Tiles DMA-er.

Everything works fine as long as all steps mentioned in the Readme are done carefully. So yeah, don't forget to check it. No issues found. Accepted.
lx5 Author Link
i have no idea why would you want to mix both patches in a single hack, one of them will feel out of place imo
Hayashi Neru Link
Originally posted by Nowieso
Is this Patch compatible with VWF Dialogues?

If used with VWF, you will need to modify the vwfconfig.cfg file of the VWF patch.
Code
;;;;;;;;;;;;;;;;
;Adress Defines;
;;;;;;;;;;;;;;;;


; These have to be 24-Bit addresses!
!varram	= $702000	; 270 bytes
!backupram	= $730000	; 16 kb to backup L3 graphics and tilemap
!tileram	= $734000	; 16 kb for VWF graphics and tilemap

!varramSA1	= $419000	; 270 bytes
!backupramSA1	= $410000	; 16 kb to backup L3 graphics and tilemap
!tileramSA1	= $414000	; 16 kb for VWF graphics and tilemap


;;;;;;;;;;;;;;;;;;
;Default Settings;
;;;;;;;;;;;;;;;;;;


; These are the default values to use if not changed ingame.
!defbg	= $08
!bgcolor	= $44C4
!defframe	= $07
!framepalette	= $03


;;;;;;;;;;;;;;;;
;Patch Settings;
;;;;;;;;;;;;;;;;

; Whether to ue 8-bit or 16-bit mode
!bitmode	= !8

; Whether to hijack SMW's original message box
!hijackbox	= !false

; Whether to automatically apply SRAM expansion
; (By default, only applies to non SA-1 ROMs and is required if you leave address defines on top unchanged)
!patch_sram_expansion	= not(!use_sa1_mapping)

However, you cannot sprite the VWF message box itself.
and need this sprite
Nowieso Link
Is this Patch compatible with VWF Dialogues?
Hayashi Neru Link
When used with the HDMA 3.5 patch, clear the last screen. Otherwise, the problem occurs.
lx5 Author Link
Originally posted by PedroHrodrigues
My rom glitches if I stay in the message box for too long.


I don't seem able to replicate that. I've waited for at least 2 and a half minutes on SA-1 and non SA-1 ROMs and nothing happened.
PedroHrodrigues Link
My rom glitches if I stay in the message box for too long.
El Cuh Fermin Link
How does Do.🤦‍♂️
lx5 Author Link
Notable changes (taken from my commits)
- Added proper FastROM support
- Added SA-1 compatibility
- Added Custom Powerups patch v3.3.4+ compatibility
- Fixed an oversight on the windowing HDMA routine.
- Optimized the GFX decompression routine.
- Enabled the sprite message box on every level by default.
- Made it not break ExAnimations and moved the NMI hijack to a "safer" location.
Hayashi Neru From older version: Sprite Message Box Link
Please update SA-1
Daizo Dee Von From older version: Sprite Message Box Link
If one is planning on using it with ExAnimation, you may want to reconsider using this patch unless you're willing to use Global Animation graphics.
 RussianMan From older version: Sprite Message Box Link
Ok, I found out that this is Per level basis, but it still doesn't works...
 Dan From older version: Sprite Message Box Link
Is it me or does this not work on emulators?
Oddly enough, this seems to work fine on the internal Lunar Magic emulator, but upon testing it on Snes9x 1.54.1 AND ZSNES just to be sure it wasn't an accuracy issue, neither of those emulators worked. The layer 3 would dissapear as usual in both emulators whenever a message box pops up.
Zack-san From older version: Sprite Message Box Link
This Patch needs more work. When I was testing it in my Hack on the first level, and after hitting the Info Box. The Layer 3 Clouds won't stay up there and it became a glitchy Layer 3 background level. The Layer 3 wasn't gone after hitting the Info Box, but someone should work on this bug, because this Patch really needs an update.