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Details for Free up RAM $7F:8000
SMW Patches - Free up RAM $7F:8000 Link - Show random
File Name: Free up RAM $7F:8000
Version History: View
Authors: DiscoTheBat, Ersanio
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch frees up 387 bytes of RAM at $7F:8000.

This fixes an bug that causes stall in SPC (when Addmusic is used) and additionally frees up more cycles by reducing the cancel out RAM routine creation a bit.

Update (Major Flare): Made the patch SA-1 hybrid and Asar compatible.

Note: if you use UberASM Tool, check the README file provided.
Tags: lorom, sa-1, sprite routine
Download: Download - 1.64 KiB
This is out of AddmusicK's scope (the Addmusic referred to here pre-dates AddmusicK) because AddmusicK uses $7F:B000, not $7F:8000 for FreeRAM.
Posted by: KungFuFurby - | Link
But if i dont change it to my changes i get strange errors from asar @KevinM
Posted by: obersteiner86 - | Link
Originally posted by obersteiner86

Sublabel names are converted to ParentLabel_SubLabel, so in this case .OAM_0391 becomes Unroll_OAM_0391 (since Unroll is the parent).
Posted by:  Kevin - | Link
not compatible with sa1-1.33 or retry or other patches and not with addmusicK 1.07. Hmm what is this:
org $0086DA
autoclean jsl Unroll_OAM_0391
<----that should jump
.OAM_0391	PHD <----that label dosent exit as are jump location			
PEA $0300|!addr

If i am not mistaken it should look like this:

org $0086DA
autoclean jsl Unroll_OAM_0391

PEA $0300|!addr
Posted by: obersteiner86 - | Link
Tested with: Lunar Magic 3.11, asar 1.71, SA-1 1.32, UberASM Tool 1.4, bsnes+ v04. Works correctly, so accepted. A kind of niche patch that could turn out useful for more advanced users who wish to have more free ram at their disposal.
During moderation I made the patch compatible with UberASM Tool and added the readme file (make sure to follow its instructions if you're using UberASM Tool, or the game will get stuck upon loading!).
Posted by:  Kevin - | Link
Originally posted by AnasMario130
The more free RAM available, the better.

Definitely, especially with HUGE tables (HDMA, a large array of flags for exploration-based hacks), and possibly a buffer to restore certain things (such as a full-screen pause menu that uses layers).
Posted by: HammerBrother - | Link
The more free RAM available, the better.
Posted by: Anas - | Link
*$7F8000-$7F8182, which is originally the unrolled loop for clearing out the sprite tiles.

Combined with free $7F0000 (frees up $7F0000-$7F3FFF)

and you have 387 + 16384 = 16771 ($4183) bytes of freeram.
Posted by: HammerBrother - | Link

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