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Details for Reverting Map16 Blocks
SMW Blocks - Reverting Map16 Blocks
File Name: Reverting Map16 Blocks
Added:
Version History: View
Authors: GreenHammerBro
Act As: Various
Includes GFX: Yes
Description: These block package, when these blocks gets changed or deleted, will revert back after a few frames or so. Useful for puzzle or switches that needs to be reused (without the use of a sprite). Note that Yoshi is incompatible with most of these.
Tags: map16, revert, sa1
Rating: 5.0 (Votes: 1)
Download: Download - 19.31 KiB
42 downloads
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GreenHammerBro
Oh, thanks. Sa-1 is extremely useful, especially when it comes to certain situations like:
  • If you're programming sprite looting after a sprite is defeated, much like a rewarding system (those type of sprite are probably the only type that interact with blocks, next to the player's fireballs)
  • When having the ability to spawn multiple sprites, like spawning lots of projectiles (megaman shoot-em-up) that aren't extended/cluster sprites, that is a hogger with only 12 slots

And finally, the game can slowdown easily with many sprites, even with optimized code. Its no wonder the VLDC series really wanted SA-1 (even if it wants to stay vanilla as much as possible).

By the way, is there a define where you can change the size of the sprite tables (make it more or less than 22 slots?)
Posted by: GreenHammerBro -
MarioFanGamer
Maybe I was a bit too harsh about the removal simply because of improper SA-1 usage simply because of freeRAM. Of course, that's still not an excuse to not make everything SA-1 compatible. Nonetheless, I had added another define file with proper SA-1 addresses (the one you have suggested in the submission notes were already reserved for the backup part in BW-RAM but you knew it from the HP meter).

Other then that, I haven't found any problems so I went to an acception.
Posted by: MarioFanGamer -

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