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No More Sprite Tile Limits

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As far as the addmusic glitch- I'm currently modifying addmusic's pointers because it is crashing with a LOT of major patches, like Luigi GFX, dynamic sprites (if you don't patch correctly), expanded tilemaps, and others. I'm expanding the rom farther and moving addmusic's operations to a new section so that any patches not expanding beyond 1mb won't suffer from failure.
I'm thinking it's just because I didn't repoint the OAM patch to different data. If anyone else runs in to the same problem, then you've proven me wrong. :P
*bump*
I'm a n00b, but from what I've read, I've gathered that this patch gets rid of the 4 SP's? So all sprites graphics work correctly in every level? Right? Cool. So I can have beezos,birdos,bobombs,thwomps,thwimps, and rex in the same level?
<-- this is the dope on dope
No, that's not what the new ASM does. It allows larger custom sprites and less limits on the number of "large" sprites onscreen at one time. What you are talking about is making all of the sprites dynamic, so it only loads their graphics when necessary. There was some discussion on that earlier, but it would take a lot of work to make it happen...
I guess that would party depend on whether your sprite graphics are compressed or not. Also it depends on how large the sprite is. Games like Secret of Mana load pretty much all their sprite graphics on the fly via DMA every frame.
Originally posted by MetalKirby
The only change I noticed was that the rom increased in size from 0.5 MB to 0.7 MB...


Did you ever open up LM before applying this? After opening SMW in LM and saving a level, LM expands the ROM to 1MB. It increased to 0.7 MB. That is not allowed for a ROM image. It must be *.5 or *.0 (where * is a power of 2, but it can be 0.5, too)
You really, really shouldn't bump topics that are over three months old.

*closes*
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