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Reznor Bridge Fix

SMW Patches → Reznor Bridge Fix

Submission Details

Name: Reznor Bridge Fix
Author: MarioFanGamer
Added:
Tool: Asar
Requires Free Space: Yes
Bug Fix: Yes
Featured: No
Description: This small patch fixes the Reznor bridge destruction from not working visually if it's found outside of their battle (possible with this custom sprite).

Do note that this fix is LoROM only. For SA-1 ROMs, SA-1 Pack will have it implemented at some point.
Tags: lorom mode 7 reznor tilemap
Comments: 6 (jump to comments)
Download 437 bytes | 73 downloads

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Comments (6)

MarioSMWGooder Link
I Use LoROM So Works!
 Maarfy Link
Works well, and is pretty much a must-have if using the Reznor bridge-breaking mechanic outside of their normal battle. As mentioned in the description, this patch is LoROM only, as the fix will be integrated into the SA-1 pack at some point. If you're using SA-1 and can't wait, give this a try.

Tested with Asar 1.81, Lunar Magic 3.31, Snes9x 1.59.2.
HammerBrother Link
Let me guess: The original ONLY modifies $7E/$7F $C800s directly without using the change map 16 routine.
 MarioFanGamer Author Link
Almost: The routine does change the tilemap as well but the difference is that it writes to VRAM $5000 and not $2000 (vanilla) / $3000 (LM edited) like usual since some a lot of VRAM is used for the Mode 7 battle.
Anas Link
Already? Awesome! It would be nice to link your SA-1 version of the fix in the description so those using SA-1 will know how to fix it.

Edit: found an oversight in the SA-1 code. This:

Code
.RegularLevel
	LDY.W #$38FC


is supposed to be this:

Code
.RegularLevel
	LDY.W #$38F8

 MarioFanGamer Author Link
Oh, whoops, that was a dumb oversight! Fixed.