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Details for Level constrain
SMW Patches - Level constrain Link - Show random
This file is obsolete. The latest version is Level Constrain v3.4. For other versions, check the version history.
File Name: Level constrain
Added:
Version History: View
Authors: HammerBrother
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Unlike screen constrain, this patch constrains the player and sprite's interaction with blocks within the level (properly, check out the first gif to see why).
Tags: anti-cheat, lorom, needs remoderation, over the level, sa-1, under the level
Download: Download - 3.78 KiB
185 downloads
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HammerBrother
Thankfully, this patch is lucky that none of its hijacks clashes with LM v3.00's dynamic levels patch.

However, because the patch assumes that horizontal levels always have a bottom border at Y=$01A0, this is not the case if you change the “Horizontal Level Mode” in “Change Properties in Header” to other than the first option saying “Level height=01B tiles, Max H-Screens=20”.

Therefore if the player or sprite is below Y=$0190 (2D Y-positions values increases as they descend), the player/sprite will only interact with blocks at Y=$01A0, causing the bottom of the newly expanded area useless. Currently, I'm trying to find a RAM value that is based on the level dimension setting.


This is what needs to be changed:
Code
	..HorizontalLvl
	REP #$20
	LDA #$0190
	CMP $96				;\Check if bottom boundary is is above mario
	BMI ..SetYPosCollisPoint	;/(mario is too far below)
	
	..NormalYPosition
	LDA $96

	..SetYPosCollisPoint
	CLC
	ADC $00E89C,x
	STA $98


Code
Sprite_HorizLvl_blk_interYPos:		;>$0194D4
	LDA #$0000			;>Top of level
	CMP $0C				;>Collision point Y position
	BPL .Exceed			;>If top of level below collision point (collision is above)
	LDA #$01AF			;>Bottom of level
	CMP $0C				;>Collision point Y position
	BMI .Exceed			;>If bottom of level is above collision point (collision is under)
	SEP #$20
	JML $0194DD			;>Continue on with code

	.Exceed
	STA $0C

	.Align16x16
	SEP #$20
	AND #$F0			;\So it doesn't glitch out with blocks ($0194C5)
	STA $00				;/that need 16x16 alignment
	JML $0194DD			;>Continue on with code
Posted by: HammerBrother - | Link
Mogu94
Seems in the past there were different options for the same effect but they were quite....terrible. Thanks for this good solution.
Posted by: Mogu94 - | Link
lx5
This is a good patch, I really liked testing it! Turnblocks are very interesting with this patch, because you can pass through them and that also applies to the top of the screen, I can think of some interesting set ups with this.

Good job.
Posted by: lx5 - | Link
HammerBrother
Show me a GIF.
Posted by: HammerBrother - | Link
Gamma V
This caused my hack to softlock in a very specific spot.
Posted by: Gamma V - | Link

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