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Details for Sprite Message Box v1.1
SMW Patches - Sprite Message Box v1.1 Show random
File Name: Sprite Message Box v1.1
Added:
Version History: View
Authors: edit1754, lx5
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
Download: Download - 10.44 KiB
347 downloads
Screenshots
Image
AnasMario130
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.
Posted by: AnasMario130 - | Link
Ice Man
Glitches out when using UberASM for some reason. Fault might be the JSL $7F8000 hijack at $A295.
Posted by: Ice Man - | Link
Blind Devil
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.
Posted by:  Blind Devil - | Link
lx5
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
Posted by: lx5 - | Link
Hayashi Neru
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
Posted by: Hayashi Neru - | Link
Nowieso
Is this Patch compatible with VWF Dialogues?
Posted by: Nowieso - | Link
Hayashi Neru
When used with the HDMA 3.5 patch, clear the last screen. Otherwise, the problem occurs.
Posted by: Hayashi Neru - | Link
lx5
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.
Posted by: lx5 - | Link
PedroHrodrigues
My rom glitches if I stay in the message box for too long.
Posted by: PedroHrodrigues - | Link
Fermín Acosta Jr.
How does Do.🤦‍♂️
Posted by: Fermín Acosta Jr. - | Link
lx5
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.
Posted by: lx5 - | Link

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