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Tip: Use this patch to fix the bug where editing the upper right 8x8 tile of the sideways walking Koopa Troopa in GFX01 makes the coin sparkles look glitchy.
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Details for No Block Interaction if Sprite Is Falling Off Screen
SMW Patches - No Block Interaction if Sprite Is Falling Off Screen Link - Show random
File Name: No Block Interaction if Sprite Is Falling Off Screen
Version History: View
Authors: HammerBrother
Tool: Asar
Requires Free Space: Yes
Bug Fix: Yes
Featured: No
Description: This patch fixes a bug in Super Mario World that sprites that fall off screen still interact with objects (see the screenshots). This can be proven by Koopa shells suddenly veering left or right when they pass through the solid blocks as well as triggering custom blocks when they shouldn't.
Tags: death, interact, lorom, sa-1, sprite
Download: Download - 913 bytes
I always laughed as a kid when shells interacted with solid objects after being killed and I still do. I find that pretty funny and I feel this gives the game a humorous touch. I missed it in newer 2D Super Mario games and in Super Mario Maker as well.
Posted by: Galeth - | Link
The patch was remoderated and found to be consistent with current standards. Tags were adjusted with no change to the patch itself.

Still works fine, issues pointed out in previous comments notwithstanding.

Tested with Asar 1.71, Lunar Magic 3.03, SA-1 1.31, Snes9x 1.59.2.
Posted by:  Maarfy - | Link
Seems to be broken for Wigglers if you make them angry and then hit them with a shell/object while they're still transitioning to angry.

This can be fairly easily fixed by checking the sprite number for Wiggler and reverting to default behavior for them, but perhaps a more gracious fix is possible?
Posted by: Ragey - | Link
I'd appreciate if we could have a flag that'd bypass the check; I think the SML sprites use value 02 to make the "squish then fall off screen" animation. Not sure though.
But it works fine, so I'm approving it.
Posted by:  Erik - | Link
Thanks for fixing this patch, telinc1.
Posted by: Mogu94 - | Link
Fixed the original patch's incredibly faulty SA-1 conversion. It missed two addresses and mistakenly set the "sprite blocked status" sprite table to the "sprite slope" sprite table.

Thanks to Mogu94 for noticing and reporting the issue. It most definitely should have been caught by the previous moderator, especially considering that it's plainly visible by just looking at the code.
Posted by:  Telinc1 - | Link

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