

It will look like this:įor Normal, Clusters or Extended Sprites, write the name of the sprite on the correct label.įor other resources write the complete path after label OTHER.
#Super mario world sprites 16x16 code
This system is specially useful for resources that uses more than 1 BNK, I recommend use it always for any resource because freecode is better keep them just for code and freedata for graphics and tilemaps. Under Construction Inserting Dynamic Resourcesĭynamic Z includes a tool to insert graphics or tilemaps on the ROM using freedata and allows to resources get them with just a macro. If you want to do it manually, just copy the file "DynamicZDefines.asm" and put it on "./asm/ExtraDefines". This will generate a define file in "./asm/ExtraDefines", that can be used by any other Dynamic Sprite. Installing Dynamic Z's Library and Defines Pixi (as anoni's Dynamic Z should obsolete it soon.)
#Super mario world sprites 16x16 Patch
!DSX = 1 Put 0 if you want to turn off legacy (Dynamic Sprites) patch support. Expand Rom (if you want to use a lot of Dynamic Sprites i recommend 4mb).When a Dynamic sprite is spawned, it clears reserved space of unused slots and compress space on VRAM.

Very Big Dynamic Sprite, (Max Size any that use a space in vram of 48 tiles). Normal sprites that when are spawned on the stage, they upload all their graphics to VRAM. User can define where fit Dynamic Sprites, Default address can be changed on the patch, address can be changed in game by code.Īllows Dynamic Sprites that shares graphics on VRAM, Shared Dynamic Sprites doesn't have limitations of number. Only allows to fit Dynamic Sprites on SP4 Second Half Send data directly to VRAM and only transfer data when is needed saving a lot of cycles on NMI, It doesn't require a buffer then doesn't waste cycles fitting graphics on the buffer.ģ2x32 or 64圆4, do others sizes is possible but harder. Requires a buffer to sort the data before transfer it to VRAM wasting a lot of cycles. By default allows 32 16x16 tiles.ģ0 or 60 FPS, if you use 30 FPS sprites you can use more dynamic sprites. Not compatible with resources that changes things with Status Bar.Īny number of sprites while it fits on the designed space. 50% More Mode: if it is activate, status bar, podoboos and most of minor DMA, then is possible to send 50% more data by DMA, that means 50% more Dynamic Sprites or graphics changes.Not Compatible with resources that change things of the player like 8x8 tiles DMAer or 32x32 player (New version will be compatible with LX5's Custom Power Ups). Also in vanilla case optimize player routine to save a lot of cycles during NMI. Player Features: Can change graphics or color palettes of player on the fly, allowing Custom Players, the size is defined by the user but bigger player = less dynamic sprites.

SA1's Widescreen: Makes easier to use the widescreen of SA1 pack, every 6~7 scanlines killed Dynamic Z allows 8 16x16 tiles more to use in Dynamic sprites or Graphics Change.DMA Mirror: Includes a Ram Address that mirrors register $420B and can be used to do DMA transfers.Block Changer: Allows to change several blocks, this allows to modify terrain of Layer 1 or Layer 2.Color Palette Change on the fly: Can change color palettes in game by code.Tilemap Change on the fly: Can change Tilemaps of any layer in game by code.Graphics Change on the fly: Can change GFXs in game by code.Giant Dynamic Sprite Support: Very Big Dynamic Sprites.Semi Dynamic Sprite Support: Regular Sprites that uploads all their graphics to the VRAM when they are spawned on the level, each copy of the sprite use the same space in VRAM.Shared Dynamic Sprite Support: Dynamic Sprites but each copy of the sprite shares graphics then doesn't have limitation of number.Dynamic Sprite Support: Sprites that uploads their graphics to the VRAM when they need allowing unlimited number of frames.5 Using Normal Dynamic Sprites with the New System.4.3 Installing Dynamic Z's Library and Defines.
