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Tip: By pressing Shift while placing event tiles, they will be made "silent" and will not appear until a map transition happens. Always use silent event tiles to draw paths in other maps (i.e. a Vanilla Dome event while the player is on the main map), or glitchy tiles may appear.
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Details for HDMA Bugfixes
SMW Patches - HDMA Bugfixes Link - Show random
File Name: HDMA Bugfixes
Version History: View
Authors: Ice Man
Tool: Asar
Requires Free Space: Yes
Bug Fix: Yes
Featured: Yes
Description: This patch prevents various problems that would normally occur in the vanilla SMW like pipe transitions or sprite priorities when HDMA is used.

The only thing you need to add priority on are the Map16 tiles for Pipes, ?-Blocks and Turn Blocks.

On top of that, you can enable/disable HDMA on each game mode. So please adjust to your needs. :)
Tags: bugfix, hdma, lorom, sa-1
Download: Download - 1.22 KiB
Ice Man
Originally posted by Hayashi Neru
If you don't want pipes and blocks to blind the player, you can use Disable HDMA During Transitions(UberASM).
Mine already takes care of it, check the 2nd screenshots (BEFORE/AFTER). The one you linked just disables HDMA on the game mode you put it in. Mine lets you control the single game modes and fixes various issues with sprite priorites. You just have to add priority to the pipes, etc. manually in the map 16 editor.
Posted by: Ice Man - | Link
Hayashi Neru
If you don't want pipes and blocks to blind the player, you can use Disable HDMA During Transitions(UberASM).
Posted by: Hayashi Neru - | Link
Moderated with:
  • Lunar Magic v3.31
  • SA-1 Pack v1.40
  • Asar v1.81
  • UberASM v1.5
  • BSNES v115
Added screenshots to show three bugfixes.

Most of the patch is a collection of hex edits, the first collection which fixes all instances where HDMA disables all other HDMA channels (which, incidentally, is almost identical to the one from the newly added Tweaks section) and the second one which disables lower priority for most sprites which go behind the foreground (which is a colour maths issue, not an HDMA issue, hence the last two images taking place in level mode 1E, not in a "foreground" HDMA effect).
In addition, the code which fixes HDMA from running in the wrong game modes (the only hijack freespace, by the way), runs in NMI, though it still is an UberASM-less solution. It still would be cool to see a solution which disables HDMA after a fade-to finishes, though.
Keep in mind that the hex edit which removing the windowing parameter thing, affects the credits where the windowing affects the sprites and layer 3, not just layer 2.

Ultimately, I don't really like this patch and would go for alternatives instead. But that's just a personal opinion and doesn't affect moderation.
Posted by:  MarioFanGamer - | Link

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