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LX5 ASM Stuff [Update: You can now choose which powerup I will do next!]

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visually, the 32x32 patch doesn't do anything. you won't notice that it's been patched. mario's gfx are just centered in a 32x32 space (speaking of which, it makes editing mario's gfx easier). internally it makes a lot of changes, but that shouldn't really matter for the standard hacker.

i understand if you want to stick to 16x32 to save rom space, or to save NMI time, but any other reason is w

Originally posted by Pikachu
I don't like it sometimes, and it's sorta limited with some patches I know of.

incompatibilities can be fixed (if you aren't lazy)
Alright, there are some pros and cons of the 16x32 player (with Mario 8x8 DMAer) and the 32x32 one.

+ is something positive.
- is something negative.

16x32 player (with Mario 8x8 DMAer)
+ Sends less stuff with DMA (I could be wrong).
+ Uses less space in SP1.
+ Graphics uses less ROM space.
- The tilemap is a complete mess.
- His graphics are limited to the 16x32 space.

32x32 player
+ The 8x8 tiles aren't used.
+ Easy to modify Mario's graphics because everything is in one bin (thanks Ladida).
+ Organized tilemap.
+ I can rip some graphics to make more powerups without worrying that they won't fit into the 16x32 area. Example, Frog Mario doesn't fit in the 16x32 area without doing some specific hacks (and there are a lot of specific hacks already, mostly because of the ice flower, raccoon and tanooki powerups).
- Uses more space in SP1.
- Uses potentially MORE ROM space (the bin included with the patch uses 64KB!).
- Uses more NMI time.
- Can't modify Mario's interaction field with the ground (wiiq's patch is glitchy).

ninja edit: ladida >_>
Originally posted by LX5
16x32 player (with Mario 8x8 DMAer)
+ Sends less stuff with DMA (I could be wrong).
+ Uses less space in SP1.
+ Graphics uses less ROM space.
- The tilemap is a complete mess.
- His graphics are limited to the 16x32 space.

- (unless you configured it not to) the 8x8 tiles are global, aka all the powerups share the same gfx

Originally posted by LX5
32x32 player
+ The 8x8 tiles aren't used.
+ Easy to modify Mario's graphics because everything is in one bin (thanks Ladida).
+ Organized tilemap.
+ I can rip some graphics to make more powerups without worrying that they won't fit into the 16x32 area. Example, Frog Mario doesn't fit in the 16x32 area without doing some specific hacks (and there are a lot of specific hacks already, mostly because of the ice flower, raccoon and tanooki powerups).
- Uses more space in SP1.
- Uses potentially MORE ROM space (the bin included with the patch uses 64KB!).
- Uses more NMI time.
- Can't modify Mario's interaction field with the ground (wiiq's patch is glitchy).

technically, both patches use less space in SP1 than the original game

though yeah, the rom space is a thing (the 64kb covers both big and small and cape mario though. you only really need about 32kb for each powerup)

the interaction... yeah
Another con (-) I would add to the 32x32 Player version is that it would be incompatible with MarioExGFX, which some people do take a lot of advantage of.

In my opinion, I think it would be best to just focus on 16x32 version; maybe later port it to 32x32 which would remain more or less unsupported unless there's a major bug. I'm honestly questioning as to why I suggested 32x32 player support in the first place.
Originally posted by Skewer
Another con (-) I would add to the 32x32 Player version is that it would be incompatible with MarioExGFX, which some people do take a lot of advantage of.

Powerup patch is already incompatible with marioexgfx anyway so.
It shouldn't be hard to make it work either, both with 16x32 and 32x32, since the patch is already dealing with mario gfx, it just needs to do it on a per level basis or whatever to have a marioexgfx equivalent.

On the topic of pros/cons:

The only real concern could be rom space, however currently the patch already takes up almost a whole bank for each graphics, so if that is acceptable for you, chances are the amount of space 32x32 takes up should be acceptable too (and I guess you don't have to insert all the powerups anyway).

Also NMI time maybe, but it's not that bad. Speaking of which, it's worth mentioning that the game already wastes time DMAing yoshi even when he's not needed. That could probably be improved upon, but I never tried myself.

Also, nothing dictates that changing the interaction field is not possible.
How about the metroid speed boost, since it's a powerup.
Give thanks to RPG hacker for working on Asar.
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