This will make it so that when you hit the Game Over screen, you see Mario or Luigi rotating and becoming smaller and smaller, only to disappear in a puff of smoke, just like some of the Koopa Kids do.
The patch is quite customizable. Credit not needed.
This version is supposed to work with Mario ExGFX and Seperate Luigi GFX as well.
Moderator's comment: One of the most outstanding patches in SMWC so far. Featured.
When using the LX5 custom power-up, it doesn't seem to work properly.
Similar why Alternate Mario ExGFX doesn't work: The game over reads from Mario's GFX decompression buffer but since Custom Powerups doesn't put Mario's graphics into a RAM buffer (it uses 32×32 player graphics which just like Alternate Mario ExGFX reads the graphics straight from ROM), the game over scene can't read the player's current graphics so it just uses the now almost obsolete RAM buffer.
tl;dr It is only compatible with patches which don't change how Mario's graphics are stored.
Can't this be fixed by just adding back the death sprite frames to the decompressed graphics while the custom powerups patch is still working?
When using the LX5 custom power-up, it doesn't seem to work properly.
Similar why Alternate Mario ExGFX doesn't work: The game over reads from Mario's GFX decompression buffer but since Custom Powerups doesn't put Mario's graphics into a RAM buffer (it uses 32×32 player graphics which just like Alternate Mario ExGFX reads the graphics straight from ROM), the game over scene can't read the player's current graphics so it just uses the now almost obsolete RAM buffer.
tl;dr It is only compatible with patches which don't change how Mario's graphics are stored.
Aside from adding SA-1 support, I also compressed two JSL2RTS into a single one (and added an explaination what is the trick), changed most labels into sublabels and updated the readme.
It's definitively a patch which adds a nice touch to the game over scene, especially since it's compatible with Mario ExGFX and Separate Luigi GFX (but not with Alternate Mario ExGFX as that doesn't upload the graphics to a RAM buffer).
Keep in mind that the palette is (still) hardcoded in palett.bin so no dynamic palette for you (at least before someone implements it, that is).
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