This is the Mario ExGFX patch. It will install an ASM hack which will enable you to insert ExGFX for each seperate level and the titlescreen for GFX32 and GFX33. The ExGFX files that should be used should be the same size as the ones included inside the patch.
This version fixes a pretty serious bug where garbled graphics are uploaded in places where player ExGFX aren't used.
Just a heads-up to anyone who might run into this problem: this patch isn't compatible with the standard Remove Status Bar patch. Will update this comment as I learn more, though I think it may have something to do with the shared hijack @ $00A5D5.
(In the meantime, if anyone's looking for an alternative status bar remover that's compatible this patch, Dtothefourth has a per-level status bar remover that will free up the space for Layer 3 BGs.)
Hold on... if you don't want the graphics to be compressed so as not deal with sprite spawning problems, then what is the relevant code responsible for that? I'd like to remove it, and I think I can deal with the space issue myself afterwards.
Well,it works on a clean SA-1 ROM and not used by 3º party programs.
Just to note: I have tested this on SA-1. I generally do that when submitting resources even if I occasionally forget it, I still take SA-1 support rather seriously.
Originally posted by Thiago678
And it works right in a SA-1 rom.
No, it doesn't really. Why do others have reported issues then?
Lastly: This is not a SA-1 issue (it handles those graphics just fine. Source: Mario and animated tiles look correctly, the game doesn't crash). Instead, SMW treats GFX32 and GFX33 as single a file and the graphics buffer which SA-1 Pack reserved ended up as too small.
In hindsight, I probably should have separated them, though.
Because the implementation is hacky as GFX32 and 33 are so big, they won't fit into SA-1's reserved decompression buffer. Not an issue when the game is booted (since nothing is used) but certainly in levels as behind the decomp buffer is the sprite load table and I have to manually clear that (and even that doesn't always work).
You should make a version off this patch that does not effect the player. Do to having a patch that effected the player gfx when i used this patch the player gfx was messed up. still this is a good patch and you did a good job making it
Lunar Magic 3.10
While i personally prefer Alternate Mario ExGFX, this patch is a good alternative and does have a few advantages:
-while not as flexible, it also allows for different Animated graphics per-level
-it uses compressed graphics, which (usually) take less space
of note, you can improve loading times by changing compression to "Optimized for speed" in options->Compression Options for this ROM...
I'M DONE FOR! This patch must have one of the hackiest ways to add SA-1 support! <_< For this reason: There is no warranty that using this patch on a SA-1 won't break!
Also made it possible to speed up the loading time a bit by storing the graphics number into freeRAM and only upload the graphics when the graphics differ from the previous room and adjusted the readme. Oh, and also fixed a glitch in which the credits break with this patch applied.