This patch rewrites the OAM distribution to allow each sprite to use as many tiles as necessary (up to the limit of space in OAM, anyway). If this is the cause, then the solution is to use the NMSTL patch. The original game handled assigning OAM slots for sprite indices in a bit of a weird way where each sprite slot has a pre-allocated number of tiles, which can make this problem very easy to run into with large sprites using more tiles than were allocated. Touch device users, explore by touch or with swipe. When autocomplete results are available use up and down arrows to review and enter to select. 2020 - A large Sprite collection of the famous Super Mario World game for Snes Pinterest. GetDrawInfo likely assigned your sprite a slot starting at like $03F0, and after a few tiles are written your graphics routine loops back around to $0300 (which will be in front of Mario), and after a few more tiles are written it may even start to overwrite the slots that were used for Mario himself. A large Sprite collection of the famous Super Mario World game for Snes. Most likely, this is stemming from a slot overflow. If your sprite tiles are ending up in slots $0300-$030F or anywhere in the $02xx range though, then they'll display over top of Mario instead. Mario's GFX specifically is written to the slots from $0310-$031B, and standard sprites generally use $031C-$03FF, so usually Mario should be drawn on top of other sprites. If I have more than 5 sprite tiles on a custom sprite. Tiles whose data is written in a lower OAM slot will display on top of tiles written into a higher slot. But theres a huge problem with the sprite tiles. The draw priority of sprite tiles is based on their "slot" within RAM, in the table starting at $200. Last edited on 05:51:31 PM by The Yak Smoker Thomas I'm also using the older sprite tools BTW. Why is this happening and how do I make larger sprites without this bullshit happening!?!?!? All those sprites will be drawn above literally all other sprites in OAM (including Mario) for some stupid ass reason! But have more than 8 and Mario becomes fucking invisible! Of course banzai bills are far more than 5 or 8 tiles! But of course they don't have tiles past 5 drawn over every single fucking sprite in OAM or make Mario invisible! So what the hell is happening? And the worst part is that it's being tested in the exact same level that the banzai bills appear in($105) so there is no reason for this crap to happen! A collection of Sprites including Mario and Luigi with different powerups like the cape, fire flower, using the big thing that they knock down castles with (kinda looks like something a window cleaner would use) and kicking shells. I'm still finally making custom shit in SMW.īut there's a huge problem with the sprite tiles. I mean it's mostly copy and pasting code but whatever. Recently I've figured out how to make custom sprites.
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