Language…
23 users online:  Alex, anonimzwx, bMatSantos, Dennsen86, Domokun007, Gorry, GRIMMKIN, h.carrell, iRhyiku, Joaokk19990, Maniek, Maw, Metal-Yoshi94, Nayfal,  NopeContest, Serena, ShadowMistressYuko, Silver_Revolver, sinseiga, steelsburg,  Tahixham, Tulip Time Scholarship Games, yno14jax - Guests: 299 - Bots: 459
Users: 64,795 (2,374 active)
Latest user: mathew

Relative teleport blocks 1.2 by GreenHammerBro

File Name: Relative teleport blocks 1.2
Submitted: by GreenHammerBro
Obsoletes: Relative teleport blocks
Authors: GreenHammerBro
Act As: 25
Includes GFX: No
Description: A special teleport block that keeps the player's physics during transition to another level. Good for cross-level effects.

NOTE: Make sure all the freeram used by this is reset when the player begins the game (and make sure it doesn't reset on level load), by default, !Freeram_PlayerInfoSave uses $7F8459, which is uninitialized and cause glitches as invalid values are applied to the player's state in the intro level.
Screenshots:
It's a well thought resource, but... sadly, I have to reject it. The reason? It glitches up.

For information, I did the following steps: inserted the patch, then inserted the UberASM and the blocks. I used $0F42, 4 bytes-wide, and $0D9C, which does not reset on level load, as FreeRAMs. When I test the blocks, though... when I enter a teleport block from left, sometimes the player will appear correctly, but then he freezes. Also, in some cases, the physics are not maintained, and the level glitches up slightly.

A thing I have to comment about your resources, GHB: they're well thought, sometimes incredible, but they're kinda tiring to insert. I mean, UberASM + patch + a bunch of blocks and such, along a heavy use of FreeRAMs. I definitely recommend you to try to simplify your resources a bit so they don't become a hassle to insert, if possible.

All in all, if you judge I made a mistake in my tests, you can always DM me in Discord to sort this out.