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Details for Horizontal/Vertical Level Wrap
UberASM Repository - Horizontal/Vertical Level Wrap Link - Show random
File Name: Horizontal/Vertical Level Wrap
Authors: Thomas
Type: Level
Includes GFX: No
Includes Hijack: Yes
Featured: No
Description: This contains two level routines to wrap Mario/sprites when they cross certain edges of the screen.

One of the routines handles horizontal level wrapping (which links the top and bottom of the screen), while the other handles vertical level wrapping (which links the left and right edges). The latter requires a small additional patch in order to work correctly.

Tester's note: do not use the horizontal wrap with the vertical scroll enabled.
Tags: lorom, sa-1
Rating: 5.0 (Votes: 2)
Download: Download - 2.18 KiB
Is it possible to have the vertical level wrap screen scroll before wrapping? So on a standard vertical level, you could use screen 1A and 1B before it wraps back to 1A?
Posted by: GrumpyWalrus - | Link
Originally posted by Nowieso
Are there any known incomatible patches when inserting the VertWrapPrep patch? It teleports me whenever I touch any custom block back to the overworld, and inserting the patch again makes my ROM crash.

The only one I know of is Biob's single-screen UberASM code, which applies a similar code to mine in order to allow moving off the side of the screen. If you're having issues due to that one, my code already handles the case his was written for so you can fix it by just opening one_screen.asm and deleting lines 30-42 before reinserting. Then, apply his remove.asm file to clean up his code and reapply the VertWrapPrep.asm file from this code.
Posted by:  Thomas - | Link
Are there any known incomatible patches when inserting the VertWrapPrep patch? It teleports me whenever I touch any custom block back to the overworld, and inserting the patch again makes my ROM crash.
Posted by: Nowieso - | Link
is there a way to make it so when a boss is cleared, the horz wrap doesnt kill you?
Posted by: MagmaMouse - | Link
If this was in 3D, and renders portals, you'll get Manifold Garden, where you'll see repeating structure repeating into the distance.
Posted by: HammerBrother - | Link
Koop the Koopa
Posted by: Koop the Koopa - | Link
Can someone assist me in getting this up and running?

I used UberASM Tool to add the HorzWrap ASM to a clean SMW ROM (ran once in LM and saved).

I edited my list.txt to:
; Level list. Valid values: 000-1FF.
105		HorzWrap.asm
106		HorzWrap.asm

Ran the tool, responded with:

Building Level ASM...

Processing binary file 'HorzWrap.asm':
  warning: (W1001): Relative patch file path passed to asar_patch_ex() - please
use absolute paths only to prevent undefined behavior!
  Inserted at $909CC7 (PC: 0x81ec7)
  Insert size: 118 (0x76) bytes
  INIT: NULL    - MAIN: $909CC7

Processing binary file 'HorzWrap.asm':
  Insert size: zero bytes

Total 2 files processed.

Total files insert size: 118 (0x0076) bytes
asm/temp.asm:13: warning: (W1001): Relative patch file path passed to asar_patch
_ex() - please use absolute paths only to prevent undefined behavior!
Main patch insert size: 6863 (0x1ACF) bytes

Total: 6981 (0x1B45) bytes

Codes inserted successfully.
Press any key to continue...

...and yet nothing has changed when running the ROM.

Have I missed a vital step?
Posted by: shidouri - | Link
Its great so far. I noticed that mario falls off Platforms (f.e. Timed lifts) while vertical wrapping. Other than that super nice!
Posted by: FragOnCrack - | Link
Originally posted by Niiiiiiiiiiko
Non SA-1 Ver? :(

It's already non-SA-1 compatible. The SA-1 tag just means it can work with either.
Posted by:  Thomas - | Link
oh nice, we have vertical level wrapping that isn't janky now!
Posted by: Darkbloom - | Link
Non SA-1 Ver? :(
Posted by: Niko0902 - | Link
Noticed an error on the sprite handling:

	LDX #$0B

There are 12 sprite slots in vanilla SMW, but for SA-1, there is 22 sprite slots. Change LDX #$0B to LDX.b #!sprite_slots-1 so it is truly a hybrid. The define !sprite_slots is located inside other/macro_library.asm

Best combined with the Level Constrain patch to prevent potential clipping into blocks depending on the Y position of the bottom that teleports the player to the top in horizontal levels if you need the warp at such position. This happened on the original horizontal level wrap sprite generator, where you position yourself so close to the bottom warp as small mario or big crouching mario and can go under the blocks before teleporting. Another thing I recommend is using BMI/BPL instead of BCC/BCS should the user want the teleport barrier be past the top/left of the area.
Posted by: HammerBrother - | Link
smw hacking is saved

Posted by:  Ayami - | Link
I've been waiting for this for a loooonnnggg time!!
Posted by: Romano338 - | Link

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