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Details for 32x32 Player Tilemap Patch 1.5
SMW Patches - 32x32 Player Tilemap Patch 1.5 Link - Show random
File Name: 32x32 Player Tilemap Patch 1.5
Added:
Version History: View
Authors: ExE Boss, Ladida, lx5
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
Download: Download - 104.09 KiB
858 downloads
Screenshots
Image
KBY30
Does this work with Separate Luigi Graphics?
Posted by: KBY30 - | Link
MarioIsTheBest1234
Which asm file doesn't have a square around Mario?
Posted by: MarioIsTheBest1234 - | Link
MinecraftGamerLR
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.
Posted by: MinecraftGamerLR - | Link
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)
Posted by: NooshStuff - | Link
UTF
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}
Posted by: UTF - | Link
Ringo
Some of the overworld SP1 gets remapped, but the patch should include a proper GFX10 to use it with.
Posted by: Ringo - | Link
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:

Posted by: UTF - | Link
Black Goku
Originally posted by ASSATAKKU
Would you like to use it with this?

Yes
Posted by: Black Goku - | Link
ASSATAKKU
Would you like to use it with this?
Posted by: ASSATAKKU - | Link
Black Goku
Great, but ...

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

Or is it necessary to modify the patch several times?
Posted by: Black Goku - | Link
Maarfy
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.
Posted by:  Maarfy - | Link
lx5
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)
Posted by: lx5 - | Link

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