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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. Open up and check the sprite memory setting for the 'M:xx-yyzz' value. It may also be the case that the sprite memory setting your level is using has a very low limit, lower than it should be. 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. Last seen: 9 hours, 24 minutes and 52 seconds ago. Most likely, this is stemming from a slot overflow. is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). 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. Tiles whose data is written in a lower OAM slot will display on top of tiles written into a higher slot. 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 Tutorial by: z3rYuIF YOU HAVE ANY MORE QUESTIONS PLZ SEND ME (z3rYu) A PRIVATE MESSAGE ON YOUTUBE I only rarely check the comments hereDifficulty: Advanced. 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! If I have more than 5 sprite tiles on a custom sprite. Name: Image: Image Size : Image Type : Mario: 12 x 16 : GIF / PNG: Super Mario: 16 x 32: GIF / PNG: Fiery Mario / Luigi: 16 x 32: GIF / PNG: Invincible Mario / Luigi. I'm still finally making custom shit in SMW.īut there's a huge problem with the sprite tiles. #SUPER MARIO WORLD SPRITES MAPS SPRITES CODE#I mean it's mostly copy and pasting code but whatever. #SUPER MARIO WORLD SPRITES MAPS SPRITES HOW TO#Recently I've figured out how to make custom sprites. ![]()
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