Language…
8 users online: Ginyu AL, karls_Corinthia,  MarioFanGamer, Neemesis_2, neidoodle, pnaha, Ringo, SweatyNoodle - Guests: 53 - Bots: 250
Users: 58,010 (2,499 active)
Latest user: slavi

Sprites on Platforms and Springs and Stuff

SMW Patches → Sprites on Platforms and Springs and Stuff

Submission Details

Name: Sprites on Platforms and Springs and Stuff
Author: leod
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: You know how enemies just fall through platforms and springs instead of actually walking on them?
This patch 'fixes' that, letting every sprite experience the joys of springboards and spinning in circles on a chain platform, just like they do in Super Mario Maker and probably should have done all along!
Also, all sprites now treat block-type platforms -- like Message Boxes and Castle Blocks -- just like any other wall, meaning Chucks will jump over them and other sprites won't just walk through them, kicked/thrown shells, keys etc. will even activate Message Boxes, Light Switches and knock Hammer Bros. off their rides.


Drawback of the whole ordeal is that platform sprites are now quite heavy on the processing, meaning the game can and likely will lag with many platforms of any kind loaded at once.
However, thanks to Vitor Vilela, this patch is fully compatible with the SA-1 Pack, which I highly recommend using with this, as it completely mitigates any lag even with a screen plastered full of platforms!


Includes a few options to turn off solidness for Keys, P-Switches and Springs, as those could easily bust your already designed puzzles, which is no fun for anyone.

The patch should work just fine for custom sprites, as long as they use the vanilla clipping system, which the majority of custom sprites do!



PM me, leod, for any bugs you find using this patch, I'll do my best to fix them as soon as possible.

If you're coding your own stuff and want to make a platform, refer to the JSLs asar outputs for you; although you won't need to do that if you use SMW's built-in 'invisible solid block' routine, that is hijacked and runs the new code by itself.


Update: Fixed an SA-1 oversight and a problem with carriable sprites while sprites were locked ($9D is set), thanks to GreenHammerBro for finding that.
Update 2: Added an option that tries to fix sprites looking like they sink into platforms, might not be perfect but beats the previous look by far.
Update 3: Fixed the blinking sprites falling from the item box getting stuck on platforms, potentially causing a softlock with the wall springs.
Update 4: Fixed Mega Mole bugs (didn't use springs properly and didn't properly carry sprites if it was on a sprite itself), also made springs not play the boing sound when off-screen, due to constant noise if there was an off-screen processing sprite on a springboard.
Update 5: Fixed Flying ? Blocks and Dolphin's interactions with Mario.
Update 6: Fixed Dino Rhinos falling through all floor.

Update 7: Included an optional fix for the bug where Shell-Less Koopas fall even while $9D is set, such as during powerup/hurt animations, or when scrolling the screen with R/L.
If your hack makes use of this glitch, you can disable it easily (this is mostly for puzzle/kaizo hackers).

Update 8 (by Vitor Vilela): Fixed custom platform sprites displaying unexpected behavior due to tweaker table corruption. In practical terms, it fixes the bug where some platforms hurt the player or do not let the player ride them properly.
Tags: lorom needs remoderation platform sa-1 solid spring springs
Comments: 33 (jump to comments)
Download 10.95 KiB | 1,309 downloads

Screenshots

View all

Comments (33)

MarsAmpere Link
Another thing this patch breaks that I haven't seen commented here is sprites' interaction with slope assist tiles (1F0 and such). Just one more of a plethora of issues to be aware of / reasons to not put it in your base rom.
Black Goku Link
Originally posted by hash

I've also noticed that this patch breaks some of my levels because the red '?' light box is now solid to sprites, specifically p-switches. Even when I turn off solid p-switches I couldn't get one to pass through the red light box.

The purpose of this patch is convert certain sprites to platforms and interact with other sprites ,like the Red Light Box.

When patch this, the Red Light Block gains interaction, and because of this, the block is solid for sprites (it isn't a bug, it is intended).

Originally posted by hash

I've noticed that when the grey rotating platform is just appearing on screen, while the screen is also scrolling up (Vertical Scroll at Will), the platform will also rise up from it's placed position. If you let it go off screen and return, it will be located where it belongs.

Use Tweaker, search the grey platform sprite number , and uncheck "Process when offscreen".

This apply to all platform sprites that have this bug.

Hope this answer help you.
Black Goku Link
Originally posted by Ruiyabi
fish without water is bug

In the unmodified SMW , they are two or three fish sprites that not require water.
Black Goku Link
Originally posted by Bensalot
Great patch but it makes Mario unable to stand on the reznor platforms. Is there a fix for this?
This can be fixed with tweaker, go to the Reznor slot, and check "Process Interaction with Mario every frame" and " Don't use default interaction with Mario".

This process apply to all sprites that have this bug.

Hope this answer has helped you.
Odyssey K. Link
Who is Donald "Drumpf"
Black Goku Link
I found a bug:

>Mario is able to capespin yoshi in certain levels, and the player is able to kill baby yoshi.


Ruiyabi Link
fish without water is bug
Bensalot Link
Great patch but it makes Mario unable to stand on the reznor platforms. Is there a fix for this?
Link13 Link
In level106, get yoshi and go to the end of the level. Drop the p-switch, but don't activate it. Jump off yoshi and let the charging chuck touch the p-switch to find a glitch death.
TomsMostHammed Link
This is pretty good.
hash Link
I'm really liking this patch, and would like to report two bugs I've found.

1. When standing on top of a boo buddy brick, mario vibrates constantly and button presses are only registered 50% of the time. I believe this is because it appears that mario is in a constant state of jumping when he is supposed to be resting on top of the boo block.

2. I've noticed that when the grey rotating platform is just appearing on screen, while the screen is also scrolling up (Vertical Scroll at Will), the platform will also rise up from it's placed position. If you let it go off screen and return, it will be located where it belongs.

I've also noticed that this patch breaks some of my levels because the red '?' light box is now solid to sprites, specifically p-switches. Even when I turn off solid p-switches I couldn't get one to pass through the red light box.

I'd be great if these bugs could be fixed, and perhaps a workaround for the red ? switch. Thanks for this patch.
Manuel Jesus Link
Me gusta esto :)
I like this :)
 Erik Link
From my testing stuff like randomly hurting platforms (which was the main issue with the latest version) was actually fixed. There are no game crashes I found or stuff, but since this is a pretty bulky patch I'd still backup before patching in a heavily modified ROM.
UTF Link
so this is a little less glitchy than the last version? i recall comments from the past version saying that this patch was really glitchy.
 Erik Link
that took a long run of testing
Good update though. Makes it even more useful!
UTF From older version: Sprites on Platforms and Springs and Stuff Link
it's actually really glitchy? that's too bad. i haven't messed with this much, but it looks cool. are there any game-crashing bugs? anything specific to avoid other than what's been mentioned in the comments?
 Vitor Vilela Link
Note that this update requires more 12 bytes of free RAM (or 22 if you're using SA-1). Careful with buffer overflow!!
 RussianMan Link
Hmm... now I need to test my sprite with if it'll work with this update.
 idol From older version: Sprites on Platforms and Springs and Stuff Link
this is quite glitchy atm (leod pls update), so i'd definitely ask people to reconsider using it for a full fledged long hack or anything. but it's definitely neat and fun to play around with.
SkywinDragoon From older version: Sprites on Platforms and Springs and Stuff Link
line guided brown / checker board platform (sprite 63) has glitch.

checkerboard (larger hitbox) will have hitbox of the wooden(smaller hitbox) one.
 Hobz From older version: Sprites on Platforms and Springs and Stuff Link
i will be using this asap. thats for sure
Kaisaan From older version: Sprites on Platforms and Springs and Stuff Link
The Carrot platforms, both timed and diagonal ones, aren't changed, and the Flying ? Blocks are quite glitchy.
Ruiyabi From older version: Sprites on Platforms and Springs and Stuff Link
That mean's a fish falling to the problem
nickofzo From older version: Sprites on Platforms and Springs and Stuff Link
Really cool,
One minor thing: The Boo that changes into a block (sprite: AF) will hurt you even when it's a block.
And some custom sprites will interact strangely.

It is a very useful and awesome patch, great work Leod!
HammerBrother From older version: Sprites on Platforms and Springs and Stuff Link
Y Speed problem:


Can be done (this is in my opinion) like this:
Code
	LDA $AA,x
	BMI .Negative
	LDA #$00
	XBA
	BRA .SetScrchRm
.Negative
	LDA #$FF
	XBA
.SetScrchRm
	REP #$20
	STA $00
	SEP #$20

^repeat that but instead, but store it to $02 instead for the other sprite. Then compare:
Code
	REP #$20
	LDA $00
	CMP $02
	SEP #$20
	BMI .RamZeroIsFasterUpwards


Yeah, if both sprites are going upwards and the platform is going upwards faster, the platform will assume that the other rising sprite is going up through from below. Unfortunately, this allows the sprite to fall through from above since the entire platform goes passable because the sprite is going upwards relative to layer 1 instead of the platform sprite.
Alex No From older version: Sprites on Platforms and Springs and Stuff Link
Soon, everything in Mario Maker will be able to do inn Lunar Magic! In some way!
 Vitor Vilela From older version: Sprites on Platforms and Springs and Stuff Link
Also featured.
 Vitor Vilela From older version: Sprites on Platforms and Springs and Stuff Link
One of the most impressive patches of the SMW Hacking history. Congratulations.
HammerBrother From older version: Sprites on Platforms and Springs and Stuff Link
Thats was weird, when I deleted my image for the platform, somehow, the 4 keys get replaced. Strange. Thankfully thats fix now.
eXcavator From older version: Sprites on Platforms and Springs and Stuff Link
#MAKEDONALDDRUMPFAGAIN
HammerBrother From older version: Sprites on Platforms and Springs and Stuff Link
The yoshi on platforms reminds me of SMA2. GOOD JOB! Laws of physics (and relative velocity when things are stacked on a moving platform, and they all move relative with it), here we come.
DiscoTheBat From older version: Sprites on Platforms and Springs and Stuff Link
Well, hope you don't mind me converting this to Super FX usage as well. This chip needs love too! :P

Great work, leod!
lx5 From older version: Sprites on Platforms and Springs and Stuff Link
Huh, interesting patch leod, very impressive. I might use this in the future.