The Questionable Level Design Contest ends in…
Views: 913,710,386
18 users online:  Anorakun,  Deeke, Enan63, Fernap, FPI, Freitasth, gui, Hayashi Neru, imamelia, Julintendo, Kerfuffle, Lemmy, Lush_50, Mediocre Espurr, miguel, OrangeBronzeDaisy, RAFAEL_M_C_, Vash the fairytail - Guests: 52 - Bots: 71 Users: 51,175 (2,246 active)
Latest: PeachBomber
Tip: Use ledge tiles (Act as: 100) before and after slopes. Using solid tiles (Act as 130) makes Mario lose speed while running on the slope.”
Not logged in.
Details for Alternate Mario ExGFX
SMW Patches - Alternate Mario ExGFX Link - Show random
File Name: Alternate Mario ExGFX
Version History: View
Authors: Alcaro, MarioFanGamer, Thomas
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Like the other patch, this one allows swapping Mario's graphics.
However, unlike the other one, this one allows swapping the graphics while a level is running.
Requested by TOS.
Tags: graphics, lorom, player, sa-1
Download: Download - 24.99 KiB
Tested with:

• Lunar Magic 3.20
• SA-1 Pack v1.32 (3MB, 6MB & 8MB ROM)
• Asar v1.71
• Snes9x v1.60
• bsnes v115

Works as intended, so, update accepted. One minor usage note that wasn't mentioned is that the address specified in the config file does not have to be freeRAM - you could instead put a specific address used by the game, then have that act as the index to what ExGFX to use during gameplay (e.g. different graphics depending on Mario's powerup state) - so long as it's range of possible values matches the number of Mario ExGFX you insert.
Posted by:  JamesD28 - | Link
Tested with:
  • Asar v1.71
  • Lunar Magic v3.11
  • SA-1 Pack v1.32
  • UberASM Tool v1.4
  • BSNES v115
  • SNES9x v1.60

This must be the first patch where I use advanced Asar features i.e. nested defines, loops, defined addresses, etc.

When I moderated the patch, I forgot to replace the file so it doesn't support SA-1 (as noted here). This is a good thing as my update (which doubles as a remoderation) changes the way how the graphics are inserted.
Before, you had a macro which only allows you to set the ID but not where the graphics are located (you set freespace just like on a classical xkas patch, under the name !FreespaceID) and the filenames also were fixed to be mariogfxID (the new features could have existed back then when it was a xkas patch). Now the macro allows you to specify the bank (address is fixed) and the graphics can use any name now. You don't have to edit BankTable either which is where loops come into play (thia is a feature which requires Asar, btw).
Of course, SA-1 is also properly supported.

It doesn't affect the palette, though, but I planned to create Alternate Custom Mario Palettes sometime soon.

Do note that this isn't the only patch to use. Mario + Animated Tiles ExGFX is useful if you want the player graphics to be compressed (though it doesn't support SA-1 properly as the decompression buffer is too small and the current solution isn't flawless either) and Separate Luigi Graphics allows you to replace SP1 but is more complicated.
Posted by:  MarioFanGamer - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy
  • sm64romhacks