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Details for Yoshi Fireball Block Interaction v1.2
SMW Patches - Yoshi Fireball Block Interaction v1.2 Link - Show random
File Name: Yoshi Fireball Block Interaction v1.2
Version History: View
Authors: lx5
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch gives Yoshi Fireballs the ability to interact with Layer 1 blocks.

Read the readme for further explanations.

Fixed a bug in the exlevel flag detection that would detect versions prior LM2 greater than 53 as being having exlevel enabled. Like anyone would run into this lul.

Changed GetMap16 routine to be the same one used in pixi. Supports LM3 exlevels now.
Tags: block, layer 1, lorom, sa-1, yoshi fireball
Download: Download - 4.39 KiB
Hey guys, this patch doesn't allow you to make the Yoshi fireball change your defined tiles into Map16 tiles outside of the $9C range (i.e., a muncher). To do so, first add the following code (which is, btw, GPS's 'ChangeMap16' routine) under line 332 of 'yoshi_fire.asm':

And then add this macro under the macro list:

macro  change_map16()
	JSR ChangeMap16

Then, in 'yoshi_effects.asm', add this under 'db KillFire' (let's say it's pointer 0x04 and is called 'muncher'):

	REP #$10
	SEP #$10

'XXXX' = your Map16 tile

Finally, under 'interact_table', call the Map16 tile to be interacted with as well as the pointer 0x06 like so:
dw $YYYY : db $06

'YYYY' = Map16 tile obviously

You can add more pointers like this for turning your tiles into different tiles. Thank Yoshifanatic for the help!
Posted by: Anas - | Link
I was this close to rejecting this update due to regular crashing. With a bit of digging, however, it turns out that the new subroutine call (JSR GetMap16) could end up at an RTL. Since it was a whole one byte's worth of oversight, I just fixed it. Remember kids, always carefully inspect a subroutine transplant!

Anyway, while making the fix, I tweaked a few other minor things:

• Merged the changelog with the readme, as the readme already had a changes section
• Removed mention of the %create_glitter subroutine from the readme, as no such macro exists in the patch itself
• Tweaked the BreakRainbow macro call, as it did not generate rainbow pieces by default

Note that this patch does not grant interaction with blocks in vertical levels or on Layer 2. The former is all but obsolete given LM3 exlevels (which work just fine), and the latter was never an aim of the patch to begin with. These small points aside, this patch is cool! The "build your own subroutine" setup using a handful of easy to understand macros is a very steal-able inventive idea.
Posted by:  Maarfy - | Link

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