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Lui37's Overworld Sprite Patch [Semi-Deprecated]
Forum Index - SMW Hacking - Resource & Tool Releases - Lui37's Overworld Sprite Patch [Semi-Deprecated]
Pages: « 1 2 »
My apologizes for bumping a 4 month old thread, but I can't get this patch to work with my ROM. When I apply the patch as-is, no changes made, it crashes my game as soon as the overworld begins to load. Doesn't matter if I am on a submap or main map, I receive a garbage tile screen and a freeze. I tried the exact same patch on a fresh ROM and have no issues with the patch at all.

So my question is, are there any incompatibilities with other patches that are known? Secondly, how would I go about debugging to figure out where and why the crash I am experiencing is taking place?

I am not using an SA-1 ROM, and am only trying to insert the smoke/ninji included by default.
I figure you'll have better luck (and ease of use) using the version I posted in this thread. I recall the zip of the one I posted here includes an incorrect version which corrupts vanilla code in a non SA-1 ROM. Besides, the version from that thread works innately with Lunar Magic's OW sprite system.

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I live life with no fear, except for the idea that one day you won't be here
Originally posted by Erik
I figure you'll have better luck (and ease of use) using the version I posted in this thread. I recall the zip of the one I posted here includes an incorrect version which corrupts vanilla code in a non SA-1 ROM. Besides, the version from that thread works innately with Lunar Magic's OW sprite system.

Thanks for the link Erik, that newer overworld sprite patch does work flawlessly but unfortunately doesn't work hand in hand with SMW's original sprite engine. I'm only looking to add a ninji sprite (currently) so at the cost of all the other sprites, I'll have to hold off. Looking at the included ninji.asm looks intimidating to grasp re-creating SMW's original sprites. Thank you again though, I'll keep the patch in mind for the future.
I think the freespace part of the patch is broken. It generates a new RATS tag on each patch. I'm guessing it doesn't work properly because there's no autoclean. I seemed to fix it by using a dummy label. I'm sure there's probably a better way but that's my lazy fix for it for now.

Code
org $009510 ;unused code
	autoclean JML Dummy

org $00A165                             ;   jump to new ow sprite load (this one will run in gamemode $0C)
        JML ow_sprite_load

...

freecode
Dummy: ;Now the freespace starts here and doesn't keep moving around
RTS

incsrc "main/data.asm"
incsrc "main/subroutines.asm"
Sorry about posting on such an old thread, was just wondering how we use these, ive done everything that the readme says to do but when inserting with the included asar file it gives me errors, what am I doing wrong?

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My new rom hack!
Name:Mario's Grand Adventure
World 1: 85%
World 2: 10%
World 3: 2%
World 4: 2%
World 5: 2%
World 6: 2%
World 7: 2%
World 8: 2%

Im basing the graphics around the new super mario bros series but loosely so it will be different, if youve got any ideas then PM me!!!!
Pages: « 1 2 »
Forum Index - SMW Hacking - Resource & Tool Releases - Lui37's Overworld Sprite Patch [Semi-Deprecated]

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