Name: | Yoshi Fireball Block Interaction v1.2 |
Author: | lx5 |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch gives Yoshi Fireballs the ability to interact with Layer 1 blocks. Read the readme for further explanations. v1.2 ----- Fixed a bug in the exlevel flag detection that would detect versions prior LM2 greater than 53 as being having exlevel enabled. Like anyone would run into this lul. v1.1 ----- Changed GetMap16 routine to be the same one used in pixi. Supports LM3 exlevels now. |
Tags: | block layer 1 lorom sa-1 yoshi fireball |
Comments: | 5 (jump to comments) |
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Comments (5)
And then add this macro under the macro list:
Then, in 'yoshi_effects.asm', add this under 'db KillFire' (let's say it's pointer 0x04 and is called 'muncher'):
'XXXX' = your Map16 tile
Finally, under 'interact_table', call the Map16 tile to be interacted with as well as the pointer 0x06 like so:
'YYYY' = Map16 tile obviously
You can add more pointers like this for turning your tiles into different tiles. Thank Yoshifanatic for the help!
Anyway, while making the fix, I tweaked a few other minor things:
• Merged the changelog with the readme, as the readme already had a changes section
• Removed mention of the %create_glitter subroutine from the readme, as no such macro exists in the patch itself
• Tweaked the BreakRainbow macro call, as it did not generate rainbow pieces by default
Note that this patch does not grant interaction with blocks in vertical levels or on Layer 2. The former is all but obsolete given LM3 exlevels (which work just fine), and the latter was never an aim of the patch to begin with. These small points aside, this patch is cool! The "build your own subroutine" setup using a handful of easy to understand macros is a very
steal-ableinventive idea.While I was adding the correction, I touched up a few minor things:
• Merged the changelog into the readme, as the latter already had a changelog section
• Removed mention of the %create_glitter subroutine from the readme, as no such macro exists in the patch itself
• Tweaked the BreakRainbow subroutine, as it did not generate rainbow pieces by default
Note that the patch does not apply the interaction to blocks in vertical levels or on Layer 2. The former is virtually obsoleted by LM3 exlevels (which work just fine), and the latter was never an aim of the patch. Those small points aside, this patch is cool! The "build your own subroutine" setup using a collection of easy to understand macros is a very
steal-ableinventive idea, too.-fixed memory remap issue on macro.
-changed to re-reference act num table if act num is greater than 0x200.
(this behavior is same as Lunar Magic's act num routine)
-optimized a little.