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Tip: If you place too many sprites on the same screen, it will slow the game down and cause frustration to the player.Not logged in.
Details for Horizontal/Vertical Level Wrap
UberASM Repository - Horizontal/Vertical Level Wrap
File Name: Horizontal/Vertical Level Wrap
Added:
Authors: Thomas
Type: Level
Includes GFX: No
Includes Hijack: Yes
Featured: No
Description: This contains two level routines to wrap Mario/sprites when they cross certain edges of the screen.

One of the routines handles horizontal level wrapping (which links the top and bottom of the screen), while the other handles vertical level wrapping (which links the left and right edges). The latter requires a small additional patch in order to work correctly.

Tester's note: do not use the horizontal wrap with the vertical scroll enabled.
Tags: sa-1
Rating: 5.0 (Votes: 2)
Download: Download - 2.18 KiB
235 downloads
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shidouri
Can someone assist me in getting this up and running?

I used UberASM Tool to add the HorzWrap ASM to a clean SMW ROM (ran once in LM and saved).

I edited my list.txt to:
Code
; Level list. Valid values: 000-1FF.
level:
105		HorzWrap.asm
106		HorzWrap.asm


Ran the tool, responded with:

Code
Building Level ASM...

Processing binary file 'HorzWrap.asm':
  warning: (W1001): Relative patch file path passed to asar_patch_ex() - please
use absolute paths only to prevent undefined behavior!
  Inserted at $909CC7 (PC: 0x81ec7)
  Insert size: 118 (0x76) bytes
  INIT: NULL    - MAIN: $909CC7

Processing binary file 'HorzWrap.asm':
  Insert size: zero bytes

Total 2 files processed.

Total files insert size: 118 (0x0076) bytes
asm/temp.asm:13: warning: (W1001): Relative patch file path passed to asar_patch
_ex() - please use absolute paths only to prevent undefined behavior!
Main patch insert size: 6863 (0x1ACF) bytes

Total: 6981 (0x1B45) bytes

Codes inserted successfully.
Press any key to continue...



...and yet nothing has changed when running the ROM.

Have I missed a vital step?
Posted by: shidouri - | Link
FragOnCrack
Its great so far. I noticed that mario falls off Platforms (f.e. Timed lifts) while vertical wrapping. Other than that super nice!
Posted by: FragOnCrack - | Link
Shiny Ninetales
That small additional patch shouldn't make conflict with anything, right?
Posted by: o Shiny Ninetales - | Link
Thomas
Originally posted by Niiiiiiiiiiko
Non SA-1 Ver? :(

It's already non-SA-1 compatible. The SA-1 tag just means it can work with either.
Posted by: Thomas - | Link
Darkbloom
oh nice, we have vertical level wrapping that isn't janky now!
Posted by: Darkbloom - | Link
Niiiiiiiiiiko
Non SA-1 Ver? :(
Posted by: Niiiiiiiiiiko - | Link
GreenHammerBro
Noticed an error on the sprite handling:

Code
WrapSprites:
	LDX #$0B


There are 12 sprite slots in vanilla SMW, but for SA-1, there is 22 sprite slots. Change LDX #$0B to LDX.b #!sprite_slots-1 so it is truly a hybrid. The define !sprite_slots is located inside other/macro_library.asm

Best combined with the Level Constrain patch to prevent potential clipping into blocks depending on the Y position of the bottom that teleports the player to the top in horizontal levels if you need the warp at such position. This happened on the original horizontal level wrap sprite generator, where you position yourself so close to the bottom warp as small mario or big crouching mario and can go under the blocks before teleporting. Another thing I recommend is using BMI/BPL instead of BCC/BCS should the user want the teleport barrier be past the top/left of the area.
Posted by: GreenHammerBro - | Link
Shiny Ninetales
smw hacking is saved

thanks!
Posted by: o Shiny Ninetales - | Link
Romano338
I've been waiting for this for a loooonnnggg time!!
Posted by: Romano338 - | Link

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