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Details for Directional Quake v2.0
SMW Patches - Directional Quake v2.0 Show random
File Name: Directional Quake v2.0
Added:
Version History: View
Authors: HammerBrother
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch adds a second dimension of shaking the level (rather than straight up and down) as well as shaking at random positions when you set $1887.

Note that there may be a small garbage tiles if the screen goes beyond the left edge of the level. Not much of a problem unless if you make it displace further left and right and move the screen up and down while past the left edge of the level (which causes more garbage tiles appearing WITHIN the level). Since in the original SMW where garbage tiles appear at the top of the level.

-2.0 Massive updates:
--Works on LM v3.00
--Most things that interact with the border of the screen no longer uses the displaced screen.
Tags: earthquake, lorom, sa-1, shake, shaking effect
Download: Download - 68.95 KiB
152 downloads
Screenshots
Image
HammerBrother
Originally posted by DTA450
Strange bugs will happen if you use this patch with MarioE's Wall Kick patch: (Mario's palette will change to palette A if you jump or spinjump when any sprite make the shaking effect)

#tb{'_'}#tb{:?}


Uh, its likely a RAM conflict, because of this:
Originally posted by Directional Quake patch
Code
 if !sa1 == 0
  !Freeram_DirQuake_Layer1XDisplacement		= $60
 else
  !Freeram_DirQuake_Layer1XDisplacement		= $60
 endif
  ;^[2 bytes], same as $1888 but for X position displacement. Without this
  ; displacement ram address, sprite positions will appear also "displaced", not
  ; syncing with layer 1 (like appearing that their foot goes partially through the floor).

Originally posted by Wall Kick patch
Code
!flags			= $61		; The wallkick flags. (RAM)


Not all freeram is 1 byte large, as always, I placed descriptions when making patches (or updating someone's else, with permission) to indicate that it is not only that address being defined, it can also includes the byte right after. In this case, !Freeram_DirQuake_Layer1XDisplacement set to use address $60 means that $60 and $61 will be used.
Posted by: HammerBrother - | Link
DTA450
Strange bugs will happen if you use this patch with MarioE's Wall Kick patch: (Mario's palette will change to palette A if you jump or spinjump when any sprite make the shaking effect)

#tb{'_'}#tb{:?}
Posted by: DTA450 - | Link
Polaris
how to shack level
Posted by: Polaris - | Link
TheLucraftTeam
TRIGERRED
Posted by: TheLucraftTeam - | Link
TheLucraftTeam
my eyes, it hurts
Posted by: TheLucraftTeam - | Link
HammerBrother
Be aware that I deliberately made the layer loading not react to the moved screen and will act as if the screen didn’t shake, thus unloaded tiles may appear on the edge of the screen. This is to prevent a highly visible glitch that can appear within the level borders when the screen coordinates is a negative number just even a few pixels past the left edge of the stage (you see invalid tiles during this when scrolling up and down).
Posted by: HammerBrother - | Link

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