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32x32 Player Tilemap Patch 1.5

SMW Patches → 32x32 Player Tilemap Patch 1.5

Submission Details

Name: 32x32 Player Tilemap Patch 1.5
Authors: ExE Boss, Ladida, lx5
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This patch will make the player’s tilemap 32×32 instead of 16×32, by replacing the 8×8 tiles. More info in the readme.

Permission from Ladida

Permission from Ladida, lx5 update

ExE Boss’s Changes
------------------

  • Expanded the maximum size of PlayerGFX.bin to 128KiB (256 frames) from 64KiB (128 frames), do note that tile $80 is unusable by default because it is overwritten by the second RATS tag.
  • ow_mario.asm is now applied automatically when patching 32x32_tilemap.asm, but can still be applied separately.
  • Split AllGFX.bin into component files and added pre-converted Icegoom’s SMW Redrawn graphics.

------------------

Source code is available on lx5's GitHub.
Tags: 32x32 dynamic graphics lorom mario player player change player graphics sa-1
Comments: 65 (jump to comments)
Download 104.09 KiB | 2,087 downloads

Screenshots

Comments (65)

 MarioFanGamer Link
For anyone asking whether this works with the other player GFX modifying patches: No, it doesn't as the patch rewrites the graphics code especailly the dynamic graphics. Any support for these patches thus need to be implemented as part of this patch.
smwln Link
Originally posted by KBY30
Does this work with Separate Luigi Graphics?

I'd like to know this as well.
solgaleo35 Link
I installed this and it caused several levels to break really weirdly for some bizarre reason . The palettes are screwed and Lunar Magic mentions invalid level headers and fatal errors being fixed. I am using the SMW Enhanced graphics hack and do not have many changes otherwise. I don't know what's wrong.
Matheus0349 Link
Originally posted by MarioIsTheBest1234
Which asm file doesn't have a square around Mario?
every asm file doesn't have that square! The submitter just put that to demonstrate.
KBY30 Link
Does this work with Separate Luigi Graphics?
MarioIsTheBest1234 Link
Which asm file doesn't have a square around Mario?
MinecraftGamerLR Link
Originally posted by NooshStuff
Originally posted by UTF
NOTE: Issue has been resolved.
Whenever I patch this, one of Mario's overworld walking frames gets replaced with the blue bird graphic, and the "level appearing" overworld animation also gets a few of its tiles replaced with the blue bird. Does anyone else have this issue? Excluding the ow_mario.asm patch doesn't fix the issue. I only have SA-1 1.40 and the 32x32 patched on my ROM.

I also expanded to 4MB, saved/edited a level, and saved/edited the overworld. I believe you need to do that for the patch to work properly.

example of glitch after applying patch:



Was just having this problem myself, found the solution. Stupidly, I didn't realize that the graphics in the misc_gfx folder WERE NOT optional, and that the ones without any extra text at the end would fix all the issues when pasted over the originals in the GFX folder. My mistake, hope this helps everyone else with this problem.

(the readme could use some better wording on that, maybe calling them optional isn't the best)


I... Don't understand. I did that exact first solution and nothing. The second solution doesn't give me an idea on HOW to fix it.
NooshStuff Link
Originally posted by UTF
NOTE: Issue has been resolved.
Whenever I patch this, one of Mario's overworld walking frames gets replaced with the blue bird graphic, and the "level appearing" overworld animation also gets a few of its tiles replaced with the blue bird. Does anyone else have this issue? Excluding the ow_mario.asm patch doesn't fix the issue. I only have SA-1 1.40 and the 32x32 patched on my ROM.

I also expanded to 4MB, saved/edited a level, and saved/edited the overworld. I believe you need to do that for the patch to work properly.

example of glitch after applying patch:



Was just having this problem myself, found the solution. Stupidly, I didn't realize that the graphics in the misc_gfx folder WERE NOT optional, and that the ones without any extra text at the end would fix all the issues when pasted over the originals in the GFX folder. My mistake, hope this helps everyone else with this problem.

(the readme could use some better wording on that, maybe calling them optional isn't the best)
 UTF Link
Originally posted by Mirann
Some of the overworld SP1 gets remapped, but the patch should include a proper GFX10 to use it with.

Oh no, I actually missed the alternative GFX10. Even after inserting it, the OW graphics still didn't look right, but then I realized I had to reinsert the 32x32 patch after getting the new GFX10 inserted, and now it looks good. Thank you for the tip #smrpg{y}
Ringo Link
Some of the overworld SP1 gets remapped, but the patch should include a proper GFX10 to use it with.
 UTF Link
NOTE: Issue has been resolved.
Whenever I patch this, one of Mario's overworld walking frames gets replaced with the blue bird graphic, and the "level appearing" overworld animation also gets a few of its tiles replaced with the blue bird. Does anyone else have this issue? Excluding the ow_mario.asm patch doesn't fix the issue. I only have SA-1 1.40 and the 32x32 patched on my ROM.

I also expanded to 4MB, saved/edited a level, and saved/edited the overworld. I believe you need to do that for the patch to work properly.

example of glitch after applying patch:

Black Goku Link
Originally posted by ASSATAKKU
Would you like to use it with this?

Yes
ASSATAKKU Link
Would you like to use it with this?
Black Goku Link
Great, but ...

Can you have the second player use other 32x32 graphics?

Or is it necessary to modify the patch several times?
 Maarfy Link
Everything works just fine, on both the current and upcoming versions of SA-1. Thanks kindly for the update!

Tested with Asar 1.81, Lunar Magic 3.30, SA-1 1.32, SA-1 1.40, Snes9x 1.59.2, BSNES 0.7.1.
Anas From older version: 32x32 Player Tilemap Patch 1.4 Link
Little-known fact about this patch is that it frees up GFX32, allowing you to devote it for six ExGFX files' worth of global ExAnimations! The only small catch is that the player's graphics will appear glitched in LM if overwritten (not in-game, though, obviously).
lx5 Author From older version: 32x32 Player Tilemap Patch 1.4 Link
requires changes to work with sa-1 pack 1.35+ (dma remap conflict)

update is already waiting to be moderated though
lx5 Author Link
Changes:
  • Now compatible with SA-1 Pack v1.40 and future versions
  • Minor changes to the formatting so it's properly colored by my syntax highlighter (doesn't impact anything from the patch itself)
A-l-e-x-99 From older version: 32x32 Player Tilemap Patch 1.4 Link
Well, here it is, pretty much THE patch that I needed to make Yuki's Adventure sing, since one of the last known bugs in the game, the buggy cape flight graphics, couldn't be fixed without it! Now I can fulfill my original dream of making the Cape form be a Paratroopa!

My only gripe with the patch is that it doesn't seem to work with the "Separate Luigi Graphics" patch. I hope that's added in a later update (or that I can figure out the fix myself)!

If this site would let me rate patches, I'd give this a 4/5.
El Cuh Fermin From older version: 32x32 Player Tilemap Patch 1.4 Link
Originally posted by obersteiner86
not work with SA-1 1.33



Use the latest version of Sa-1 patch
lx5 Author From older version: 32x32 Player Tilemap Patch 1.4 Link
Originally posted by MAHBOD
This Thing SUX

agreed
MAHBOD From older version: 32x32 Player Tilemap Patch 1.4 Link
This Thing SUX
Koop the Koopa From older version: 32x32 Player Tilemap Patch 1.4 Link
Originally posted by LOLRyan2006 the Goombud

Mario's values changes with the Double Jump Cape

If you patch this patch. You cannot do some player patches. Like Double Jump
Nikku4211 From older version: 32x32 Player Tilemap Patch 1.4 Link
This would be awesome for quadrupedal player characters that require the extra size.
Sonck's entertainment From older version: 32x32 Player Tilemap Patch 1.4 Link
Si me funcionó demasiado inserte los gráficos y movimientos de Mario y Luigi de SMB3
DTA450 From older version: 32x32 Player Tilemap Patch 1.4 Link
You have done a few errors with the GFX (small Mario castle scenes poses):

Frames are not the right ones. Mario will act a bit weirdly if not changed !
Also, the 'smash hammer' frames don't have the right cap graphics (you copied the 'punching Yoshi' frame).
LOLRyan2006 the Goombud From older version: 32x32 Player Tilemap Patch 1.4 Link
This has some issues

Mario's values changes with the Double Jump Cape

Small Mario's jumping animation changes to X

Fire Mario's Gravity is crazy

Mario never loses the cape and Cape Mario's jumping sprite is broken

Also some weird noises can be heard on the songs
obersteiner86 From older version: 32x32 Player Tilemap Patch 1.4 Link
not work with SA-1 1.33
 Anorakun From older version: 32x32 Player Tilemap Patch 1.4 Link
Hello there! I liked this patch, but I have a question. Does this patch only changes the graphics or it changes the hurtbox of the player too?
Kriogenic From older version: 32x32 Player Tilemap Patch 1.4 Link
Originally posted by lx5

insert GFX10.bin that comes in the misc_gfx folder into your hack.


Thank you for the super quick reply. Worked perfectly, this patch is perfect for making custom characters and is much appreciated.
lx5 Author From older version: 32x32 Player Tilemap Patch 1.4 Link
Originally posted by Kriogenic
I noticed that this patch causes some overworld sprite glitches, when walking up and also sparkles when completing a level.

in the ow_mario.asm I double checked and set the values to be the correct tiles for walking up but it still happens.

Is there any way for me to fix this? I have come a long way in creating a custom characer that requires this patch before I realized this issue existed.

insert GFX10.bin that comes in the misc_gfx folder into your hack.
Kriogenic From older version: 32x32 Player Tilemap Patch 1.4 Link
I noticed that this patch causes some overworld sprite glitches, when walking up and also sparkles when completing a level.

in the ow_mario.asm I double checked and set the values to be the correct tiles for walking up but it still happens.

Is there any way for me to fix this? I have come a long way in creating a custom characer that requires this patch before I realized this issue existed.
GamerMario101 From older version: 32x32 Player Tilemap Patch 1.4 Link
I already saved the overworld a million times and it still doesn't let me insert the patch. Can anyone help me?
Eliex From older version: 32x32 Player Tilemap Patch 1.4 Link
Can anyone help me implement this? What do I need to insert this patch in a rom?
MarioTuber1 From older version: 32x32 Player Tilemap Patch 1.4 Link
Now I can finally make Mario 32x32!
oderjunks From older version: 32x32 Player Tilemap Patch 1.4 Link
This would work excellently for my Mario kart world rom hack!
 Maarfy From older version: 32x32 Player Tilemap Patch 1.4 Link
A well-executed and much appreciated fix! This patch is in very nice shape now, and still super handy for anyone wishing to implement a custom character in their hack.

One tiny thing to note: saving on the overworld without inserting ExGFX seems to pass both the "save on overworld" and the "insert ExGFX" asserts. The necessary Lunar Magic code is still inserted (and isn't reinserted upon inserting ExGFX after the fact), so it presents no danger to users of this patch.

Tested with Asar 1.71, Lunar Magic 3.10, SA-1 1.32, Snes9x 1.59.2.
zacmario From older version: 32x32 Player Tilemap Patch 1.4 Link
Yo, can I have permission to use those Mario graphics.
lx5 Author From older version: 32x32 Player Tilemap Patch 1.4 Link
Some issues were addressed:

- Fixed Mario GFX being overwritten during submap transitions while the border is visible.
- Fixed player's palette being overwritten during submap transitions while the border is visible.
- Removed shared folder dependancy and cfg file.

This new version also requires inserting ExGFX and saving the Overworld at least once to be able to use the patch.
thecentralbus From older version: 32×32 Player Tilemap Patch 1.3 Link
Wario time
kmc3 From older version: 32×32 Player Tilemap Patch 1.3 Link
How do you install this?
 Maarfy From older version: 32×32 Player Tilemap Patch 1.3 Link
This is a cool patch. It's relatively simple at its core, but it goes a long way towards dispelling much of the dark magic involved in manipulating Mario's graphics routine. Truly a boon for hacks in need of more elaborate custom player characters.

There is, however, one fairly noticeable bug to be aware of - the bottom half of the player sprite on the overworld border briefly draws garbage when the windowing overworld transition is active (i.e. when switching maps via a red path tile). Pipes, stars, save prompts and level fades (to and from) all work fine. It took quite some time to sniff out the issue, but it seems this patch is at odds with some code applied by Lunar Magic upon saving the overworld. Applying this patch before or after saving for the first time makes no difference. I've made the decision to approve this update as version 1.2 seems to suffer from the same issue anyway, but a future update to remedy the problem would be welcome.

Tested with Asar 1.71, Lunar Magic 3.03 and 3.04, SA-1 1.32, Snes9x 1.59.2.
lx5 Author From older version: 32×32 Player Tilemap Patch 1.3 Link
A very small update to fix some issues and get compatibility with Sprite Message Box and maybe other patches as well.

Changes:
- Added support for other patches that needs to run code on NMI.
- Fixed garbage tile on the print statements.
- Updated shared folder to actually be usable on latest asar.
Dark Mario Bros From older version: 32×32 Player Tilemap Patch 1.2 Link
Would be neat if we could make it for separated player 2 gfx , but idk if it's even possible
anonimzwx From older version: 32×32 Player Tilemap Patch 1.2 Link
@Mogu94 Dynamic Z V3.5 is compatible with this patch but you need to disable player features from the patch, read the Readme. Also freespace of Dynamic Z can be changed, you can find a freespace using slogger. If you need help, you can send me a PM.
Mogu94 From older version: 32×32 Player Tilemap Patch 1.2 Link
These black bars and dots (put an arrow pointing to one of the dots) show up for a second when a Message Box is hit and opening up after applying this patch. Rom also previously had Dynamic Z and SA-1 applied to it. Dynamic Z I didn't touch when it comes to the incompatibility settings it has when using 32x32 patch with it, still set to !false in Dynamic Z 3.5's header.asm. I only changed the Dynamic Z freespace to $3E8000. 32x32 patch freespace in cfg file changed to $1C8000. I don't know what to do at this point to fix this, would really appreciate a reply.

From further testing, this happens repeatedly in Layer 3 levels as well (tide, etc) on the top right side of the screen seen here.

I'm using the new expanded PlayerGFX file.

Edit: Using the older and smaller PlayerGFX (less space used in ROM freespace) didn't fix my problem. Also using the default freespace address doesn't fix it either. I don't know if the older versions would do this but the thing is, I need it SA-1 compatible which this version is.

Edit 2: I've moved on and used an alternate method to get the results I want because I was honestly getting tired of waiting. Would still like a reply though either here or PM.
Brozilla From older version: 32×32 Player Tilemap Patch 1.2 Link
Does this work with the separate Luigi GFX Patch or is that redundant because it's easily doable with this patch? I don't know the structure but you'd just pass a pointer to a different GFX.bin right?
Guscraft808Beta2 From older version: 32×32 Player Tilemap Patch 1.2 Link
when i hex edit to get 3 small mario walking frames, small mario still has 2 walking frames, please help!
ExE Boss Author From older version: 32×32 Player Tilemap Patch 1.2 Link
Originally posted by Berk
seems like this messes up overworld player graphics. try moving north and you’ll see this

That’s because you forgot to install the GFX--.bin files from the misc_gfx folder.

S.R.H. From older version: 32×32 Player Tilemap Patch 1.2 Link
seems like this messes up overworld player graphics. try moving north and you'll see this
e: til
Guscraft808Beta2 From older version: 32×32 Player Tilemap Patch 1.2 Link
how do i put 32x32 player graphics
HammerBrother From older version: 32×32 Player Tilemap Patch 1.2 Link
@ExE Boss
So $13E0 is what the patch expands. Thanks.
 MarioFanGamer From older version: 32×32 Player Tilemap Patch 1.2 Link
Haven't found a ny problems with the patch.

And for you users, keep in mind that if you use a file at least larger than 64KiB, you have to search for freespace manually. We use slogger for that. And due to the limitations, it also reserves four banks instead of just however large the GFX file is. Again, limitations.
Mogu94 From older version: 32×32 Player Tilemap Patch 1.2 Link
Thank you.
ExE Boss Author From older version: 32×32 Player Tilemap Patch 1.2 Link
Originally posted by GreenHammerBro
Does this enable custom poses as well?

Yes, poses $C0$FF are free to use for whatever you want (that’s 64 poses, and with an upcoming patch of mine, you’ll be able to use even more), and you also get a total of 136 free frames in PlayerGFX.bin (the old version only has 9).

HammerBrother From older version: 32×32 Player Tilemap Patch 1.2 Link
Does this enable custom poses as well?
Mogu94 From older version: 32x32 Character Tilemap Kit Link
So, not seeing a SA-1 tag and with my limited knowledge of what a SA-1 patch should look like (offsets and etc) it seems it really isn't SA-1 compatible.
Can we get a SA-1 version please?

The weird thing is, I remember there being a SA-1 version at one point, tagged as SA-1 and so on and so forth. Now it's no where to be found...
After searching a bit more, I found what I was remembering. LX5 converted this patch to SA-1 in the past. The problem is, the download has since been deleted coming up as an error (this file is no longer available.)
:\
PaperWario From older version: 32x32 Character Tilemap Kit Link
So, do you think this ever will be updated to 42x42 or higher?
Sylvenight_alt From older version: 32x32 Character Tilemap Kit Link
Thanks to this patch, I made Mario do the Naruto run.
What am I doing with my life?
Kaisaan From older version: 32x32 Character Tilemap Kit Link
How do I make the player hitbox 32x32?
h.carrell From older version: 32x32 Character Tilemap Kit Link
what the heck
Lost ECHO From older version: 32x32 Character Tilemap Kit Link
I want to make this work so badly with everything else i'm using, It would open up alot of new animation capabilities, especially the punching system patch.

Hail Satan! Take me into your loving embrace and impart upon me your secrets...
Lui From older version: 32x32 Character Tilemap Kit Link
This patch was apparently sponsored by Satan (or God, whichever is the one you don't worship).

If you value your life, change the BRL in 32x32_tilemap.asm to JMP!!!
 Aram From older version: 32x32 Character Tilemap Kit Link
whut da hail
Lightvayne From older version: 32x32 Character Tilemap Kit Link
A great for expanding the players tilemap, though It would be nice if this was updated with the asar version. It would also be nice if this was commented a bit more of easy customization. It a bit of a trial and error thing when playing around with some of the character and cape positions