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Player + Animated Tiles ExGFX v1.1

UberASM Repository → Player + Animated Tiles ExGFX v1.1

Submission Details

Name: Player + Animated Tiles ExGFX v1.1
Author: Kevin
Added:
Version History: View
Type: Global
Includes GFX: No
Includes Hijack: No
Featured: No
Description: This UberASM allows you to insert different ExGFX files for GFX32 and 33 (player and animations GFX) on a sublevel, submap and cutscene basis. It's similar to the patch by Roy, but with a few key differences explained in the README. Mainly, it doesn't have issues on SA-1 (that I know of), and it should have faster loading times in some cases. Additionally you can also change GFX manually with code, if you want to go more advanced. Anyway, make sure to check the README for insertion instructions and whatnot.

v1.1:
- fixed GFX not changing when using a pipe/star warp on the Overworld
- now you can change the GFX on the title screen (using levels C7/1C7)
Tags: exgfx lorom player sa-1
Comments: 21 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 3.96 KiB | 383 downloads

Screenshots

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Comments (21)

slakkmichael Link
So I'm trying to use this along with the Custom mario Palette patch and the custom colors don't seem to do anything at all. Is there a way to make that possible?

Never mind! I figured out what the problem was!
 MarkAlarm Link
Moderated with:
- Lunar Magic 3.40
- UberASMTool 1.6
- SA-1 Pack 1.40 (also tested without)
- Snes9x v1.60, bsnes-plus v05

Fixes and additions appear to work as intended. Accepted.
The_Uber_Camper Link
Excellent work Kevin, you've done it again! #smrpg{y}
Apple Boy Link
Originally posted by ASSATAKKU
I want it to work with this patch!!!!

Don’t we all
Anas Link
Originally posted by Kevin
I updated it again making it work for the title screen (with levels C7 and/or 1C7). I don't think the original files will be used in other places (but if you clear them the graphics will probably look glitched in Lunar Magic).


Oh, nice! Will try out soon. And yeah, I am aware of the graphics looking odd in LM.
Anas Link
Where exactly is the original GFX32/33 still used aside from the title screen? Wherever it is, it’s not possible to force the custom GFX for those scenarios, right? Just making sure, because it feels wasteful for the original GFX files to be used while you are using copies of the same GFX as ExGFX. Also, it is possible to massively reduce the size of the original GFX files with a hex editor so LM won’t complain about missing files. Even if fixing this waste requires a small patch, I wouldn’t mind.
 Kevin Author Link
I updated it again making it work for the title screen (with levels C7 and/or 1C7). I don't think the original files will be used in other places (but if you clear them the graphics will probably look glitched in Lunar Magic).
simon.caio From older version: Player + Animated Tiles ExGFX Link
Originally posted by Kevin
I fixed the issue in the v1.1 update here (you just need to update the "main.asm" file)


awesome, thank you! PS. probably it would be even better if this would be tied to custom palette changes as well...?
simon.caio From older version: Player + Animated Tiles ExGFX Link
This is great(!) for what I need it, but sadly it seems not to work with the star warp switching on the overworld. The overworld player on the border switches only after entering and exiting a level after switching from a world to the other....until then you see still the other graphics...would be great if it is fixable ...(edit: I fixed it by calling the code manually with the overworld uberasm)
 Kevin Author From older version: Player + Animated Tiles ExGFX Link
I fixed the issue in the v1.1 update here (you just need to update the "main.asm" file)
ASSATAKKU From older version: Player + Animated Tiles ExGFX Link
I want it to work with this patch!!!!
SmashNcrab From older version: Player + Animated Tiles ExGFX Link
Originally posted by Kevin
Doubt it, although I don't think it would be too complicated to integrate separate player 2 gfx into it. Maybe I'll look into it for an update.
That would be super cool! This patch is already really awesome though. Thanks for sharing it!
SmashNcrab From older version: Player + Animated Tiles ExGFX Link
Is this compatible with the latest separate Luigi graphics patch?
 Kevin Author From older version: Player + Animated Tiles ExGFX Link
Doubt it, although I don't think it would be too complicated to integrate separate player 2 gfx into it. Maybe I'll look into it for an update.
Anas From older version: Player + Animated Tiles ExGFX Link
Originally posted by Soul
Don't think so. The file would be freed up, but the ram it takes would be occupied by the custom GFX


Ahh, okay, I had a hunch about that. I’ll have to see for myself sometime. Thanks for clarifying!
 MarioFanGamer From older version: Player + Animated Tiles ExGFX Link
Moderated with:
  • Lunar Magic v3.33
  • SA-1 Pack v1.40
  • UberASM Tool v1.5
  • BSNES v115
Added player tag.

Accepted.
 Anorakun From older version: Player + Animated Tiles ExGFX Link
"- Allows you to have GFX32/33 ExGFX for specific overworld submaps and vanilla cutscenes, not just sublevels.

- With the advanced usage, you can change the GFX manually with code for more nuanced control."

Are you sure these are disadvantages? I don't see any negatives. Maybe the readme should be fixed.
 Kevin Author From older version: Player + Animated Tiles ExGFX Link
Those are unrelated to the advantages/disadvantages, since they have different indentation. I can see it being confusing though lol
Anas From older version: Player + Animated Tiles ExGFX Link
Theoretically, if I used this code solely to remap GFX32/33 elsewhere in my ‘ExGraphics’ folder, would the vanilla GFX32/33 be freed up?
Soul From older version: Player + Animated Tiles ExGFX Link
Don't think so. The file would be freed up, but the ram it takes would be occupied by the custom GFX
ninj From older version: Player + Animated Tiles ExGFX Link
This is awesome