Expanded the maximum size of PlayerGFX.bin to 128KiB (256 frames) from 64KiB (128 frames), do note that tile $80 is unusable by default because it is overwritten by the second RATS tag.
ow_mario.asm is now applied automatically when patching 32x32_tilemap.asm, but can still be applied separately.
Split AllGFX.bin into component files and added pre-converted Icegoom’s SMW Redrawn graphics.
Well, here it is, pretty much THE patch that I needed to make Yuki's Adventure sing, since one of the last known bugs in the game, the buggy cape flight graphics, couldn't be fixed without it! Now I can fulfill my original dream of making the Cape form be a Paratroopa!
My only gripe with the patch is that it doesn't seem to work with the "Separate Luigi Graphics" patch. I hope that's added in a later update (or that I can figure out the fix myself)!
If this site would let me rate patches, I'd give this a 4/5.
You have done a few errors with the GFX (small Mario castle scenes poses):
Frames are not the right ones. Mario will act a bit weirdly if not changed !
Also, the 'smash hammer' frames don't have the right cap graphics (you copied the 'punching Yoshi' frame).
I noticed that this patch causes some overworld sprite glitches, when walking up and also sparkles when completing a level.
in the ow_mario.asm I double checked and set the values to be the correct tiles for walking up but it still happens.
Is there any way for me to fix this? I have come a long way in creating a custom characer that requires this patch before I realized this issue existed.
insert GFX10.bin that comes in the misc_gfx folder into your hack.
I noticed that this patch causes some overworld sprite glitches, when walking up and also sparkles when completing a level.
in the ow_mario.asm I double checked and set the values to be the correct tiles for walking up but it still happens.
Is there any way for me to fix this? I have come a long way in creating a custom characer that requires this patch before I realized this issue existed.
A well-executed and much appreciated fix! This patch is in very nice shape now, and still super handy for anyone wishing to implement a custom character in their hack.
One tiny thing to note: saving on the overworld without inserting ExGFX seems to pass both the "save on overworld" and the "insert ExGFX" asserts. The necessary Lunar Magic code is still inserted (and isn't reinserted upon inserting ExGFX after the fact), so it presents no danger to users of this patch.
Tested with Asar 1.71, Lunar Magic 3.10, SA-1 1.32, Snes9x 1.59.2.
- Fixed Mario GFX being overwritten during submap transitions while the border is visible.
- Fixed player's palette being overwritten during submap transitions while the border is visible.
- Removed shared folder dependancy and cfg file.
This new version also requires inserting ExGFX and saving the Overworld at least once to be able to use the patch.
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