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Extended No Sprite Tile Limits v3.1

SMW Patches → Extended No Sprite Tile Limits v3.1

Submission Details

Name: Extended No Sprite Tile Limits v3.1
Authors: DiscoTheBat, Kevin, Roy, imamelia, worldpeace
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This is a No Sprite Tile Limits patch for non-normal sprites (extended sprites, cluster sprites, smoke images, bounce sprites, etc.), most of which use OAM addresses $02xx instead of $03xx. It makes said sprites use the first free slot instead of having hardcoded slots. It'll fix the Sumo Bros. flame glitch now.

NEW - Fully fixes the Sumo Bros. flames, graphic-wise and coding-wise. This makes the flames to not hurt the player, if he is about 8 blocks underneath.

v3.1: now compatible with PIXI. Also made Mario's fireballs and the contact gfx sprite use dynamic slots, so they don't conflict with each other and which also fixes the item box flicker that happened on the previous version.
Tags: bounce sprites cluster sprites extended sprites lorom minor sprites oam sa-1 smoke sprite tile
Comments: 25 (jump to comments)
Download 2.40 KiB | 613 downloads

Screenshots

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Comments (25)

jaytv25 Link
does it work with romi spritetool?
Klug Link
This patch causes some issues after patching to the ROM that has Dynamic Spriteset System applied. I've seen this problem on the BLDC help/report thread, but I'll let them know if there's a solution for it.
 Kevin Author Link
The solution is don't use them together
Gamet2004 Link
Hi everyone, I recently put this patch in my hack and as soon as I open the game, the game crashes and a lot of red lines appear on the screen. Why did this happen?
 Kevin Author Link
Most likely a hijack conflict with another patch you used
HammerBrother Link
Note that this modifies more than just the extended sprites, this actually modifies virtually any misc type sprites, according to the hijack map.
Masked Man Link
Now this pushes the SNES to its limits.
 MarioFanGamer Link
Moderated with:
Rearranged the tag list to make it more consistent with the official tag list (no, I'm not going to list them all) and added screenshots (first one is without and second with the patch).

While normal hackers typically don't see much use in it, it is useful if you know what you're doing. More specifically, you can use larger extended/cluster/bounce/minor/whatever sprites. Keep in mind that to take advantage of it in custom sprites, you have to use whatever is specified in !RAM_ExtOAMIndex in the patch (which is why I noted why you should know what you're doing).
Lastly, this does take quite a bit of processing power since it searches for an empty OAM slot for any existing whatever sprite (albeit it searches for the first empty slot, not the last empty slot just like NMSTL so not quite as bad) so you might want to use FastROM or SA-1 with this patch.
 Kevin Author Link
The issue was solved: it was caused by the Reznor Fireball Flag patch which shares an hijack at $029B16. To solve this, remove this from the Reznor Fireball patch:
Code
org $029B16
	autoclean JML ExtSprManage

then in this patch find this piece of code:
Code
LDA $170B|!base,x
BEQ .Return

Right under it add this:
Code
STZ $1765|!base,x
 Kevin Author Link
Originally posted by Ice Man
I should add that I'm using SA-1 and PIXI 1.2.15 as well as sprite memory $08. Also only tested with upside down venus trap so far. Haven't bothered afterwards.
This is the sprite(s) btw: https://www.smwcentral.net/?p=section&a=details&id=24223

Yes I've tried it with this same configuration and it works fine.
Ice Man Link
I should add that I'm using SA-1 and PIXI 1.2.15 as well as sprite memory $08. Also only tested with upside down venus trap so far. Haven't bothered afterwards.
This is the sprite(s) btw: https://www.smwcentral.net/?p=section&a=details&id=24223
 Kevin Author Link
Originally posted by Ice Man
Still crashes the game. Venus Fire Traps when spitting fireballs for example does.

Works fine on my end.
Ice Man Link
Still crashes the game. Venus Fire Traps when spitting fireballs for example does.
Anas Link
This fix was much needed. Thanks a lot! I'll try it out shortly.
 Kevin Author Link
Probably, assuming you change PIXI's "ExtendedGetDrawInfo" routine to use the dynamic OAM slot instead of the hardcoded one. I'm no expert in how those powerups work, though, so you might have to make other adjustments.
Knight of Time Link
I'm surprised this is now compatible with PIXI; one question though, does it work with lx5's custom powerups?
 Kevin Author Link
Remoderation notes: see description.
Tested with Lunar Magic 3.11, PIXI 1.2.15, asar 1.71, SA-1 1.32, Snes9x 1.60.
 Atari2.0 From older version: Extended No Sprite Tile Limits v. 3.0 Link
Until this gets fixed be aware that this patch IS NOT compatible with Pixi.
This is due to an hijack conflict at $02F815, so just keep in mind that you can't use this and pixi on your rom without manually fixing the hijack conflict first, at least until it gets fixed by a moderator or another person.
Anas From older version: Extended No Sprite Tile Limits v. 3.0 Link
I believe Akaginite made a fix to that somewhere in the PIXI Resource and Tool Releases thread. Check there.
Ice Man From older version: Extended No Sprite Tile Limits v. 3.0 Link
I just happen to have the same issue.
This patch is NOT compatible with PIXI.
qantuum From older version: Extended No Sprite Tile Limits v. 3.0 Link
I don't know how nor why, but this patch conflicts with sprites inserted using PIXI. That makes the game to crash.
Tattletale From older version: Extended No Sprite Tile Limits v. 3.0 Link
I ran into an issue with this patch in which inserting it would cause the item box item to flicker when I interacted with sprites (like kicking a shell or jumping on a koopa).

I went around asking people for help, apparently there's a lil' piece of code that if you remove, fixes the issue and it doesn't seem to cause any harm to the patch (not extensively tested, though).

Here it is
org $00907A ; item box item
db $F4 ; just move this one to the end

removing this fixes the issue.
Final Theory From older version: Extended No Sprite Tile Limits v. 3.0 Link
This is a must have patch. It makes it so that you sprites will not turn invisible if you have lots of sprite tiles on the screen.

Excellent patch!
 Vitor Vilela From older version: Extended No Sprite Tile Limits v. 3.0 Link
Added some more tags and did a description cleanup.

No issues with sumo brothers apparently. The only thing I noticed is the flames disappears nearly left-boundaries of the screen, but that's something common between extended sprites.

Either way, it's good and it's approved.
 Vitor Vilela From older version: Extended No Sprite Tile Limits v. 2.0 Link
Added SA-1 support, tags and removed a STA $7FB000 (debug opcode probably) that potentially could corrupt AddmusicK's RAM area.