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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.
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Details for Free up RAM $7E2000
SMW Patches - Free up RAM $7E2000 Link - Show random
File Name: Free up RAM $7E2000
Added:
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
80 downloads
Anas
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
BlueToad
@JP32 That will be probably fixed when FuSoYa officially recognizes this patch.
Posted by: BlueToad - | Link
Anas
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
Koopster
This is a lot of RAM šŸ‘€
Posted by:  Koopster - | Link
KevinM
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
JP32
Neat, but it completely fucks up how vanilla animations looks in LM:
https://i.imgur.com/w1I5btd.png
In-game everything is as should, but it does make editing levels just tedious:
https://i.imgur.com/x0u5QVG.png
And it fucked up my exanimation(trigger with on/off):
https://i.imgur.com/H3KVYmw.png
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
HammerBrother
Therefore 36096 bytes are freed.
Posted by: HammerBrother - | Link

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