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32x32 Character Tilemap Kit update

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Originally posted by Ladida
what did you do to it o_O

I increased the maximum available amount of GFX slots to 256 and made it a SA-1 hybrid patch using RPGHacker’s shared functions.

Originally posted by Ladida
assuming i put it on github: is there a specific format/etc you want everything in? aka necessary files, folders, etc)

Using the layout of RPGHacker’s or my SMW workspace would be nice, as it would make it easier for me to add the improvements easily, as they depend on RPGHacker’s shared functions.

actually im kind of averse to putting smw patches on my github (i only have homebrew and stuff), so ill just post the forever-pending-too-lazy-to-upload wip and you can put it in your workspace since youre willing to do it anyways #smw{;)}

here (only 32x32tilemap.asm changed)
I want to know if someone can teach Mario how to do a somersault jump while he is invincible after getting the star. That’s what I really want in this thread.

You can use the GFX to make Mario jump like that while he is invincible.


shoo shoo
My layout has recently been updated, but you still have the old stylesheet cached and things might therefore not look as intended, as such, it’s recommended to reload the page.
I’ve now submitted version 1.2 for moderation and uploaded the source code to my GitHub.
Originally posted by Ladida
dunno if this deserves a thread or not. k4fka will decide

anyways, you all may know about the 32x32 character tilemap kit. this is a patch that i created a long time ago, back when i barely learned how to DMA. it features:

1. split tilemap. GFX32 is messy enough already, but the patch forces you to have 2 "GFX32"s, one holding the left half of the tilemap, and the other the right half. so fun to edit, that kipernal made a tool for it

2. logic in NMI. rather than having the tile to upload pre-determined, it's calculated right there before being uploaded. no comment

3. a bunch of tables and an entire routine related to the player tilemap hijacked and thrown into freespace with minor modifications. berry silly


so, after much procrastination, i finally updated the patch. all the above has been fixed. it's pretty much just patch&go thanks to asar. also, editing the player GFX is easier than in the default SMW. see this for how the new GFX file looks



readme explains a few things, but i'll explain some more:

the top-left 32x32 corner in SP1 is used by the player. all other unused tiles in SP1 are free (0A,0B,0C,0D,1A,1B,4A,4B,5A,5B,7E,7F)

GFX32 is still used by the cape, berry animation, and a few Mario frames. these Mario frames are only used by Lunar Magic (for the entrance sprite and stuff), they are not used ingame. edit PlayerGFX.bin if you want to edit the player gfx ingame

(on the overworld) lakitu and the blue bird are overwritten with some essential GFX that had to be moved. as they are unused, this normally shouldnt pose a problem. if you want to use them, mess around with their tilemaps (maybe move them to SP2)


get the patch here before the mods remove it

report bugs (and suggestions?) in this thread. bugs with the 32x32 interaction may have to wait, as that isn't my patch (i did make a few edits to it though)


that link is dead first, remade it please
im gay :P
1. Don't reregister. You made a new account only 20 minutes after sending me a password reset request email. That's far too short of a time to wait before assuming you're being ignored, and not an acceptable action to take anyway.

2. Almost a year bump.

3. Read the entire thread, the post right above yours contains a link to the patch in the patches section.

4. wtf
Thanksfor showing me the way HASHIRE SORI YO.

I will try that tutorial and patch.
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