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Sprite-Bouncing Note Blocks by Erik
Forum Index - Valley of Bowser - Moderation Questions - Patches - Sprite-Bouncing Note Blocks by Erik
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File Name: Sprite-Bouncing Note Blocks
Submitted: by Erik
Authors: Erik
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch gives sprites the functionality to bounce on note blocks. Requires using GPS at least once.
This is an improvement over the C3 version: it fixes some quirks, as well as adding support for custom blocks to bounce sprites.

Note that some sprites (namely, those which set Y speed with no gravity + object interaction) will act wonky. I let them in because of the potential gimmicks.

v1.1 Fixed an issue with GPS.
v1.2 Fixed every bounce sprite that wasn't a note block.
Screenshots:
Rejected due to a potential crash scenario, partial Lunar Magic 3.0 incompatibility, and a slew of other assorted bugs.

First and foremost, if this patch is applied with !cust_noteblock = 1, then reapplied with !cust_noteblock = 0, the game will crash upon level load. This is not warned against anywhere. Further testing turned up several non-crashing bugs that inhibit patch function. All testing assumes !allow_mario and !cust_tile = 1, with !cust_noteblock (CN) set as specified:

Actions that halt the game (getting a powerup, getting hurt, L/R scrolling) allow sprites to fall right through the note block bounce sprite. When this occurs, the RAM governing the bouncing behavior seems to get scrambled - touching note blocks with the player causes sprites to warp, blocks to change and sound effects to play without coordination. Other bounce sprites were noted to cause conflict, as well. Most severely, these oddities persist upon level reload. Affects both CN settings, but seemed to act weirder in general for CN = 1.

If a bounce sprite is generated while four bounce sprites already exist, an invisible block is generated at one of the blocks' positions. If generated beneath a bouncing sprite, the sprite may either fall through this block or get killed as if touching a quake sprite. Affects both CN settings.

If a note block is bumped from below on the frame a sprite lands on it from above, two bounce block sprites are generated, one in each direction. This is generally only a graphical glitch, though it can help prematurely trigger the sprite limit glitch above. Affects both CN settings.

Hitting the custom bounce block and a vanilla note block at the same time can cause them to trade places. Affects CN = 1.

Hitting two custom bounce blocks at the same time causes one of the custom blocks to become a vanilla note block. Affects CN = 1.

Vanilla note blocks seemed to function acceptably on Lunar Magic 3.0 big levels. Custom bounce blocks with CN = 1 disappeared on bounce, leaving behind invisible blocks solid to the player.

Oddly, the generation of four simultaneous bounce sprites in an SA-1 ROM triggered a fade to a glitched "MARIO START!" screen, followed by a return to the overworld. Only tested with CN = 0.

In order to rule out Lunar Magic incompatibilities, the above bugs (save for the last) were tested on Lunar Magics 2.53 and 3.01 - the only bug specific to 3.01 was the custom block on big levels bug. SA-1 was only tested in brief, but didn't seem to introduce any crashes or SA-1 specific oddities excepting the one noted above. LM2.53 tests used GPS 1.3.1, LM3.01 used GPS 1.4.1 with no major differences observed in either case.
File Name: Sprite-Bouncing Note Blocks v1.3
Submitted: by Erik
Authors: Erik
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch gives sprites the functionality to bounce on note blocks. Requires using GPS at least once.
This is an improvement over the C3 version: it fixes some quirks, as well as adding support for custom blocks to bounce sprites.

Note that some sprites (namely, those which set Y speed with no gravity + object interaction) will act wonky. I let them in because of the potential gimmicks.

v1.1 Fixed an issue with GPS.
v1.2 Fixed every bounce sprite that wasn't a note block.
v1.3 Various bug fixes.
+ Fixed compatibility with Lunar Magic 3.00+.
+ Fixed glitches regarding the sprites locked flag.
+ Fixed glitches that happen when hitting a note block from two sides in the same frame.
+ Changed free RAM in SA-1, as it was destroying the BW-RAM area.
- Removed the !allow_mario define. This means now you can only have either a note block that only allows sprites and a note block that only allows Mario or a note block that allows both, instead of one that only allows Mario and one that allows both. It was the root of various issues and it was of no use imo.
Screenshots:
Rejected due to a handful of rather severe and relatively easily encountered bugs:

With !cust_noteblock = 0:

1.) Nearly all of the below glitches seem to cause some sort of scrambling of RAM flags, causing sprites to variably warp, fall through blocks, stutter in place or momentarily register ground contact (can set certain sprites in motion). Worryingly, this scrambling appears to persist on level reload in most cases.

2.) Touching the bottom of any note block when a sprite is creating a bounce sprite from above sucks the player up through the bottom of the block.

3.) While four bounce blocks are being created by sprites, creating a fifth note block bounce sprite no longer renders one of the blocks touching a sprite invisible; it does, however, appear to trigger point (1) above.

4.) In the above scenario, creating a non-note-block bounce sprite will create an invisible block that may or may not kill quake-killable sprites. Granted this glitch is mostly the result of the vanilla bounce block limit, but this patch opens up a great many more opportunities for sprites to create bounce blocks.

5.) For reasons similar to the above, note blocks perform poorly with nearby turn blocks in general, as the spinning blocks occupy bounce sprite slots for a long time.

6.) Actions that freeze the game (L/R scroll, damage, death, powerup, etc.) can still cause sprites to fall through a bounce block before snapping back, scrambling the RAM as above. Seems to only cause errors when the sprite is in direct contact with a bounce sprite it has created.

7.) Seemingly with !cust_tile = 1 only, hitting the bottom of a note block just before a sprite touches the same block from above will allow the sprite to fall through the block so long as it is not quake-killable.


With !cust_noteblock = 1:

8.) Point (3) above still occurs, but with any type of bounce sprite; point (4) no longer occurs.

9.) Points (5) and (6) still occur with this setting.

10.) After scrambling the RAM with one or more of the above glitches, bumping or stepping on a vanilla note block (seems to vary) can transform it into the custom tile.


With SA-1:

11.) Oddly, certain sprite headers in SA-1 appear to cause noticeable slowdown when even one vanilla note block or custom bounce sprite is on screen, with four at once causing heavy lag and bounce flag scrambling as above. This is not the case on non-SA-1 for identical headers (tested on header 04, I absent-mindedly conducted testing in 105). Setting the SA-1 ROM to header 08 corrects performance.

12.) Only !cust_noteblock = !cust_tile = 0 and !cust_noteblock = !cust_tile = 1 were tested in SA-1 - both cases exhibit all bugs as in non-SA-1 near-identically, point (11) notwithstanding.


Note that no errors were observed in relation to function in big levels.

All tests were completed using Lunar Magic 3.01 and a ROM modified with GPS 1.4.1, and SA-1 1.31 when applicable.
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Forum Index - Valley of Bowser - Moderation Questions - Patches - Sprite-Bouncing Note Blocks by Erik

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