Tip: If you place a moon, midpoint, or dragon coin through Map16, it will always respawn whenever you reenter that sublevel. It will not respawn if you add it through the Add Objects/Extended Objects window.
Unlike "Single Slippery Block", this one, you don't need an anti-slippery block placed above the slippery block for a workaround prevention. It also has proper slippery corners without making the whole level slippery. It requires Uberasm tool.
I noticed another bug which is fortunately simple to fix: if you use this code to make a custom block slippery:
Code
LDA $72
BNE done
LDA #$01 ;Note: you can copy this entire code and paste them
STA !Freeram_MarioSlip ;in other blocks to make them slippery like Icy Melting Blocks
;from Ersanio. (make sure that the top offset runs the code).
Then the slippery physics won't work in layer 2 levels. Therefore, you must change the '$72' to '$1471|!addr'. Also, BrownBuddy, I couldn't replicate the bug on my side. Not to mention, the vanilla slippery flag doesn't work when you turn it on in LM anyways. In that case, you can use 'GM14.asm' as level code.
Are these blocks responsible for a bug that occurs with levels connected to Slippery levels? This bug seems different from what everyone below me is talking about but if it's the same as below, someone let me know!
The bug is: If Mario exits a slippery level via a pipe to a normal level and changes his player status (i.e gets hurt or gets a powerup) the normal level transforms into a slippery level.
Yes, I'm agree with Hayashi Neru, we need an update with SA-1 compatible, fix slippery level bug and new slippery platforms and ledges. It was 4 years without an update
Are these blocks responsible for a bug that occurs with levels connected to Slippery levels? This bug seems different from what everyone below me is talking about but if it's the same as below, someone let me know!
The bug is: If Mario exits a slippery level via a pipe to a normal level and changes his player status (i.e gets hurt or gets a powerup) the normal level transforms into a slippery level.
If you use these blocks in tandem with GHB's pipes in an SA-1 ROM, the pipes'll act weird even if there's no free RAM conflict between them. To fix that, just go to SlipperyDefines.asm and change the $7F in '!Freeram_SpriteSlip' and '!Freeram_SpriteSlipFlag' to $41. Make sure both copies of that file are up to date, of course! It took me many months starting from the beginning of this year to figure this out.
Found a little problem: if you insert the uberASM code as a game mode, you just sacrificed LM's slippery level options from level header for all levels.
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