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Details for Mario + Animated Tile ExGFX v2.1
SMW Patches - Mario + Animated Tile ExGFX v2.1 Link - Show random
File Name: Mario + Animated Tile ExGFX v2.1
Added:
Version History: View
Authors: Roy
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: 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.
Tags: graphics, lorom
Download: Download - 20.04 KiB
330 downloads
Screenshots
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SJandCharlieTheCat
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.)
Posted by: SJandCharlieTheCat - | Link
AppleBoy54321
Any chance for support with Seperate Luigi GFX?
Posted by: AppleBoy54321 - | Link
Masked Man
How about adding 32x32 Player Tilemap Patch support?
Posted by: Masked Man - | Link
Thiago678
It's better to split it.
Posted by: Thiago678 - | Link
Anas
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.
Posted by: Anas - | Link
MarioFanGamer
Originally posted by Thiago678
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.
Posted by:  MarioFanGamer - | Link
Thiago678
And it works right in a SA-1 rom.
Posted by: Thiago678 - | Link
Thiago678
Well,it works on a clean SA-1 ROM and not used by 3º party programs.
Posted by: Thiago678 - | Link
Thiago678
Umm... I still think this patch can support SA-1,but we may split this patch into 2,so it won't give Graphics with GIANT sizes that SA-1 doesnt suppport.
Maybe that even may work.
Posted by: Thiago678 - | Link
MarioFanGamer
Originally posted by Thiago678
Well,if this is SA-1,why the tag is not here?

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).
Posted by:  MarioFanGamer - | Link
Thiago678
Well,if this is SA-1,why the tag is not here?
Posted by: Thiago678 - | Link
SubconYoshi
Originally posted by AnasMario130
Originally posted by SubconYoshi
The SA-1 implementation, though hacky, seems to work pretty decently, actually. I haven't run into many problems at all.

...Besides a bizarre one where there's a possibility for two springboards to spawn when Mario carries it. Not sure what causes this, exactly.


That's because of the hacky implementation itself, which clears the sprite load state. Thus, sprite spawning's screwed up. MFG explains it in a little more detail in the patch itself.


ah ok, that makes a lot of sense
and since that's the case it's pretty likely that there's a lot of other problems that I haven't seen with other sprites
Posted by: SubconYoshi - | Link
Anas
Originally posted by SubconYoshi
The SA-1 implementation, though hacky, seems to work pretty decently, actually. I haven't run into many problems at all.

...Besides a bizarre one where there's a possibility for two springboards to spawn when Mario carries it. Not sure what causes this, exactly.


That's because of the hacky implementation itself, which clears the sprite load state. Thus, sprite spawning's screwed up. MFG explains it in a little more detail in the patch itself.
Posted by: Anas - | Link
SubconYoshi
The SA-1 implementation, though hacky, seems to work pretty decently, actually. I haven't run into many problems at all.

...Besides a bizarre one where there's a possibility for two springboards to spawn when Mario carries it. Not sure what causes this, exactly.
Posted by: SubconYoshi - | Link
Thiago678
is this compatible with sa-1?
Posted by: Thiago678 - | Link
Luigiz The Boss
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
Posted by: Luigiz The Boss - | Link
Hayashi Neru
it works fine when you first enter the level, but malfunctions when you enter it again.
Posted by: Hayashi Neru - | Link
RussianMan
Tested with:
Lunar Magic 3.10
Asar 1.71
SNES9X 1.60

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...
Posted by:  RussianMan - | Link
MarioFanGamer
It works but because SA-1 implementation is kind of hacky, use it at your own risk.
Posted by:  MarioFanGamer - | Link
codfish1002
Does this patch work with Sa-1?
Posted by: codfish1002 - | Link
MarioFanGamer
Originally posted by lx5
Originally posted by Fermín Acosta Jr.
Does it make powerups 3.3.4 compatible or no.

no, making everything compatible with custom powerups isn't the main goal of the remoderation

And even then, Custom Powerups use 32×32 Mario graphics anyway which makes the patch kind of redundant (well, except maybe for the animated tiles but there are workarounds to it).

Either way, you still shouldn't bug everyone about patch compatibility. You got banned by doing so once and we will not stand back doing that again if you don't change your behaviour!
Posted by:  MarioFanGamer - | Link
lx5
Originally posted by Fermín Acosta Jr.
Does it make powerups 3.3.4 compatible or no.

no, making everything compatible with custom powerups isn't the main goal of the remoderation
Posted by: lx5 - | Link
Fermín Acosta Jr.
Does it make powerups 3.3.4 compatible or no.
Posted by: Fermín Acosta Jr. - | Link
lx5
Originally posted by MarioFanGamer
It was late, okay?

no u

that's a really nice workaround for the decompression buffer btw
Posted by: lx5 - | Link
MarioFanGamer
It was late, okay?
Posted by:  MarioFanGamer - | Link
lx5
Originally posted by HD_DankBaron
Unless I'm actually losing it finally; I think you uploaded the incorrect zip file.

Yup, you're right, this is the patch included in this submission.
Posted by: lx5 - | Link
HD_DankBaron
Unless I'm actually losing it finally; I think you uploaded the incorrect zip file.
Posted by: HD_DankBaron - | Link
MarioFanGamer
Tested with:
  • SNES9x 1.60
  • BSNES+ v04
  • Asar 1.71
  • SA-1 Pack v1.32
  • Lunar Magic 3.03
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.
Posted by:  MarioFanGamer - | Link

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