SMW-SA1-Pack
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SA-1 Pack is a package of patches for activating and using SA-1 in SMW Hacks
I noticed that BG candle flames (cluster sprite 5) often appear in front of other sprites, rather than behind like in vanilla. They're hardcoded to use the last few slots...
I currently am creating a patch which fixes the bridge Reznors' battle. The only issue is that fixing it on an SA-1 ROM requires changes to be made within SA-1...
It came to my mind that we could give people/devs the option of having priorities in their sprites by using the area at $0200 during sprite's processing. 1st suggestion: >...
I've fixed some sprite priority issues on the game: * Ludwig's fireballs no longer go behind the background. * MaxTile's garbage collector now works as expected during Bowser's fight. *...
Although many previous attempts were made, there are still status bar cutoff issues caused by the IRQ changes made since the first SA-1 Pack version. Now with proper hardware configuration...
As title says, $01AB88 is hijacked twice, once at https://github.com/VitorVilela7/SMW-SA1-Pack/blob/a520d82f46a358899bc8731752f608968ad24a91/asm/more_sprites/dp_nontrivial_remap.asm#L418 and at https://github.com/VitorVilela7/SMW-SA1-Pack/blob/a520d82f46a358899bc8731752f608968ad24a91/asm/more_sprites/more_sprites.asm#L326 Once inserting an LDA ($EE) and the other time inserting a JML. The JML is what ultimately...
Fixes a bug where the "Layer 2 falls" sprite (ED) doesn't shake the ground before making layer 2 fall due to a missing $1464 remap.
If the bonus game sprite (sprite 82) is used in a level with sprite memory setting 0x08, a small visual bug will occur here:  Here, there is a stray...
It would be great to have SA-1 pack for "Super Mario All-Stars + Super Mario World", too.