Name: | FuSoYa's SMB3 Screen Scrolling Pipes |
Authors: | Deflaktor, Erik, FuSoYa, HammerBrother, spel werdz rite |
Added: | |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | FuSoYa's screen scrolling pipes, now with GPS and SA-1 compatibility. Includes the translucent block fix. |
Tags: | blocks lorom sa-1 smb3 |
Comments: | 32 (jump to comments) |
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21.71 KiB | 1,602 downloads
Comments (32)
This prevents the last 5 bytes of the hijack to be changed which are normally used by the pipes.
but well, my problem is that after the mario comes out of the pipe, the mario is invisible, the interaction with the items no longer exists, that is: the game FULLY FREEZES,
the only thing that doesn't freeze is the camera, since you can still control the mario.
I appreciate any help.
First of all, I recommend GHB's screen scrolling pipes even though they are a pain to insert, but your problem is that you didn't put corresponding air/water tile after the pipe exit. If you look in the map 16 editor, at the exit of whatever pipe you chose to put in, there is a water and an air tile. Place the corresponding tile at the exit of the pipe, and it should work.
Same happens to me.
Explanation: This pipe patch modifies GPS's code in the ROM. If you (re-)insert GPS after the pipe patch, it will revert the changes done by the pipe patch.
Proof:
Can you help me like tutorial so I wont get confused
Insert any other block into your game using GPS (other than page 4), this will modify the code that LM inserts to deal with custom blocks. Then try inserting the FuSoYa pipes (this runs like a patch, so patch pipes.asm), be careful that if you wanted the pipes to be at other than page 4, you have to edit the “mirrored” pipes to act like the equivalent blocks (they're set to behave at $4XX from the .map16 file).
Can you help me like tutorial so I wont get confused
And we can just replace the leftmost digit with any number to adjust the page.
Well yeah I retested it, and the problem was on Map16 acts-like settings. Whenever we remap pipes, we need to update their acts-like settings accordingly as well.
It's still a tricky thing though, especially since the defines implies just changing the value would make it work.
All the “mirrored” pipes have their map16 behavior set to $4XX from the .map16 file, including turn corners other than the top-left of the 2x2 group of blocks. Thus, when set to a different page, the map16 file still uses the behavior of page 4.
Not sure if a bug or I'm doing something wrong.
I've taken the liberty to change the free RAM area which by default was using part of the stack, and this caused a few oddities such as $9D being always set in instances it shouldn't, like during the title screen movie. I've also removed a faulty 'endif' command within the 'hijackoffset' macro, which was throwing errors in Asar and making insertion fail. Aside from that, everything works properly despite pipe blocks themselves being tricky to use sometimes. Accepted.
how to fix it
It may sound like it is using SMB3.asm that the old blocktool by jhonwilson, that uses RAM that is the background. Remember, this is a very old tool equivalent to the augean stables but with minor fixes.
how to fix it
try changing the free ram
how to fix it
As a side note, each of them are 2 bytes large except !PowerupHold (1 byte).
If you are making a hack and you don't want the player to cheat the level, be aware of these glitches:
Not a remoderation since it had been removed. Integrated Deflaktor's fix for the translucent block, SA-1 compatibility, and GPS support without needing to modify GPS itself.