Name: | Directional Quake v2.0 |
Author: | HammerBrother |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch adds a second dimension of shaking the level (rather than straight up and down) as well as shaking at random positions when you set $1887. Note that there may be a small garbage tiles if the screen goes beyond the left edge of the level. Not much of a problem unless if you make it displace further left and right and move the screen up and down while past the left edge of the level (which causes more garbage tiles appearing WITHIN the level). Since in the original SMW where garbage tiles appear at the top of the level. -2.0 Massive updates: --Works on LM v3.00 --Most things that interact with the border of the screen no longer uses the displaced screen. |
Tags: | earthquake lorom sa-1 shake shaking effect |
Comments: | 11 (jump to comments) |
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68.95 KiB | 240 downloads
Comments (11)
When I apply this patch to a "clean" SA-1 ROM, Mario is gone and instantly dies.
I thought it may be a conflict with FreeRAM $60, but I've not applied any other patches, sprites, blocks, etc.
Uh, its likely a RAM conflict, because of this:
if !sa1 == 0 !Freeram_DirQuake_Layer1XDisplacement = $60 else !Freeram_DirQuake_Layer1XDisplacement = $60 endif ;^[2 bytes], same as $1888 but for X position displacement. Without this ; displacement ram address, sprite positions will appear also "displaced", not ; syncing with layer 1 (like appearing that their foot goes partially through the floor).
!flags = $61 ; The wallkick flags. (RAM)
Not all freeram is 1 byte large, as always, I placed descriptions when making patches (or updating someone's else, with permission) to indicate that it is not only that address being defined, it can also includes the byte right after. In this case, !Freeram_DirQuake_Layer1XDisplacement set to use address $60 means that $60 and $61 will be used.