Views: 924,324,291
32 users online: anonimzwx,  Anorakun,  Ayami, Big Brawler,  brickblock369, CacoPholey, chickaDEE Magazine, Dobosco,  Fernap, FrozenQuills, Gmario37, Green Jerry, Gregor,  icrawfish, King Mayro,  Losoall, Lui,  MarioFanGamer, Miscalc, Murphmario, Phyll, playagmes169, ppp9q, Professor Parabeetle, PsychoYoshi284,  quietmason, SubconsciousEye, Sweetdude, TomNook, Valentine, WSG The master, Yagami - Guests: 61 - Bots: 78 Users: 51,693 (2,047 active)
Latest: ppp9q
Tip: Try sketching out ideas for overworlds and levels. Even if they don't manage to fit into Lunar Magic completely, at least you have a base to work from, instead of doing it all from scratch.
Not logged in.
Details for Free up RAM $7E2000
SMW Patches - Free up RAM $7E2000 Link - Show random
File Name: Free up RAM $7E2000
Authors: p4plus2
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch frees up the RAM at $7E2000-$7EACFF by moving GFX32 and GFX33 to ROM and leaving them uncompressed.
Tags: lorom, sa-1
Download: Download - 19.25Ā KiB
I found out this is incompatible with the 8x8 DMAer patch because of a single one-line hijack at $00F691. That sucks...

Edit: Even worse if one cares about the M7 bosses: it will mess up, of all things, the sprite lava in the M7 arenas.
Posted by: Anas - | Link
@JP32 That will be probably fixed when FuSoYa officially recognizes this patch.
Posted by: BlueToad - | Link
Another note: since the patch moves GFX32/33 away, this probably allows you to dedicate the GFX32/33 displayed by LM for more global animations. So it might be more significant than you think.
Posted by: Anas - | Link
This is a lot of RAM šŸ‘€
Posted by:  Koopster - | Link
Tested with: Lunar Magic 3.30, Asar 1.81, SA-1 v1.32, Snes9x 1.60, bsnes+ v04.
While not being very useful for the average user, for those who need more free RAM it's a welcome one. A few notes:
- Make sure to have set at least one ExAnimation in Lunar Magic (and saved afterwards) before patching this (you can remove the ExAnimation afterwards, it's just to make LM apply a hijack).
- As JP32 said, using this will make animation display improperly in LM, since it modifies the animation tables in the ROM. This is annoying to work with, but there's a way to avoid it, by moving the new table in freespace and making the game load from it. You can use this edit to make animation display normally. I couldn't reproduce the bug with exanimations he mentioned, though.
- If you're using the Baby Yoshi or Podoboo disassemblies, you'll need to edit their code a bit to make their gfx work. In the Baby Yoshi, find the line that says "ADC #$8500" and change it to "ADC #$8800". In the Podoboo, find the line that says "LDA #$8600" and change it to "LDA #$8900".
- As a side effect of this patch, the transition from the Nintendo Presents screen to the title screen will be a bit faster (since it doesn't decompress the GFX anymore).
Posted by: KevinM - | Link
Neat, but it completely fucks up how vanilla animations looks in LM:
In-game everything is as should, but it does make editing levels just tedious:
And it fucked up my exanimation(trigger with on/off):
Looks as it should on LM, but in-game its fucked. I did edit the included graphics files to match my edits I made(the graphics my exanimation uses are in the GFX33.bin).
Posted by: JP32 - | Link
Therefore 36096 bytes are freed.
Posted by: HammerBrother - | 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