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Help with dynamic sprites
Forum Index - SMW Hacking - SMW Hacking Help - Help with dynamic sprites
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Sometimes when adding a dynamic sprite in a level, it messes up the graphics of some normal sprites, especially the SP4 ones.
What could possibly cause this? And how to fix it?
Note that the dynamic sprites patch is already added to the rom.

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Yo, it's been a while.
The reason why that happens is because sprites in general can only refer to a dedicated portion of VRAM and leaves you 512 unique 8x8 tiles. Most graphics also are usually uploaded at level load but that doesn't work for animated blocks as well as sprites which have got too many frames to store into VRAM. They upload their graphics into VRAM for almost every frame and for custom dynamic sprites, it's the last four rows of sprite graphics i.e. the second half of SP4. Edit: The solution is to remap the sprites which use graphics on the latter half of SP4.
Something similar can be seen with tiles 0x400-0x419: These are the portion of VRAM where Mario, Yoshi and Podobo's graphics are uploaded which makes these tiles unusable for normal use as well as why you can't have the latter two sprites onscreen at the same time.
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Forum Index - SMW Hacking - SMW Hacking Help - Help with dynamic sprites

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