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Details for No More Sprite Tile Limits v1.2.1
SMW Patches - No More Sprite Tile Limits v1.2.1 Link - Show random
File Name: No More Sprite Tile Limits v1.2.1
Added:
Version History: View
Authors: Arujus, MathOnNapkins, Tattletale, V'Lanta'la'mana'ma'nisha, Vitor Vilela, edit1754
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This patch allows sprites to use more than a fixed amount of tiles. For all sprite headers. It is enabled in all sprite headers by default.

Same patch used by SA-1. I just converted it to fastROM.

Sprite header 08 has been altered to match sa-1's change to move it's max sprite slot header to 08 - therefore, I'm moving fastROM's max sprite slot header there too (same as 00 or 10). Sprite header 08 is unused in the original game.

DO NOT INSERT THIS WITH SA1, SA1 COMES WITH THIS ALREADY.

I added a few config flags so you can go back to header 10 and make it so it's only enabled in one sprite header.

v1.2.1
-----
Now the patch can search 2 additional slots ($34,$30). The Lakitu Cloud reserved slots have been moved to $28,$2C to accomodate this.

v1.2
-----
Added a compatibility flag that moves the sprite header back to 10.
Added a compatibility flag so that you can disable this patch from working in all sprite headers. Instead it will only be enabled for the configured sprite header.

v1.1
-----
Ported sa-1 code to fastROM.
Now enabled in all sprite headers.
Changed sprite header 08 to have the same amount of slots as sprite header 10 (or 00), to match sa-1's new max slot header. Sprite header 08 is unused.
Tags: lorom, sprite, sprite memory, sprite tile, tile
Download: Download - 3.60 KiB
561 downloads
Screenshots
Image
Xboy1282
What does this even do IDK what they mean by "more than a fixed amount of tiles" does that mean you can change the size??
EDIT: I think I found it out I think it's just SA-1 but idk what fastrom means though does it mean you can import it to a modified ROM? Also how the heck do you even apply this?
EDIT 2: Lol I think I had an old version or something IDK It works now
Posted by: Xboy1282 - | Link
JamesD28
Tested with:

• Lunar Magic 3.21
• Asar v1.71
• Snes9x v1.60
• bsnes plus v05

Works as intended, so, update accepted.
Posted by:  JamesD28 - | Link
MegaSonic1999
So if I get you right, I can set it to use any sprite header, but no other than 08 or 10, And with sprite header 08, the slowdown is reduced. Right?
Posted by: MegaSonic1999 - | Link
KevinM
Originally posted by MegaSonic1999
I mean, does it gonna replace the settings of the previous version? And should I set the sprite header to 08 or 10?

The settings are the same as the previous version, just read the notes in the asm file...
Posted by:  KevinM - | Link
MegaSonic1999
I mean, does it gonna replace the settings of the previous version? And should I set the sprite header to 08 or 10?
Posted by: MegaSonic1999 - | Link
KevinM
Originally posted by MegaSonic1999
I already applied the previous version to my rom, but is it okay if I reapply this version?

Should be okay.
Posted by:  KevinM - | Link
MegaSonic1999
I already applied the previous version to my rom, but is it okay if I reapply this version?
Posted by: MegaSonic1999 - | Link
KevinM
Originally posted by AnasMario130
When you say four tiles, what size do you mean? 8x8 or 16x16?
Doesn't matter, they both take one slot in OAM.
Posted by:  KevinM - | Link
Anas
When you say four tiles, what size do you mean? 8x8 or 16x16?
Posted by: Anas - | Link
KevinM
Small update: added 2 more slots to the end of the search ($34,$30) and added screenshot. Nothing revolutionary, but better than leaving them unused. Thanks to Atari2.0 for giving the idea.
I also updated the SA-1 version, which you can get here. This version adds 4 tiles to the search (2 if there's a Lakitu cloud spawned). Patching this will overwrite the one included in the SA-1 patch.
Posted by:  KevinM - | Link

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