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Carry Sprites Through Doors and Pipes

SMW Patches → Carry Sprites Through Doors and Pipes

Submission Details

Name: Carry Sprites Through Doors and Pipes
Author: wiiqwertyuiop
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Let's you carry sprites between rooms, whether Mario is holding them or they are in Yoshi's mouth, without them disappearing. I also changed some of SMW's sprites so they don't re-spawn when you bring back to the same room. Works with custom sprites.
Tags: carry carryable door doors lorom pipes sa-1 yoshi
Comments: 10 (jump to comments)
Download 8.79 KiB | 1,278 downloads

Screenshots

Comments (10)

Gamma V Link
I'm testing this, with the fix mentioned by @spooonsss, on my current project ROM. Pokeys now freeze up the game and crash snes9x.
spooonsss Link
I had to change PreserveCarrySprite.asm: !ExtraBit = $08 to match up with pixi


After this change, carrying custom sprites worked for me
Francium Link
Originally posted by Bensalot
Works great but for some reason this patch makes it so that bowser only throws one mechakoopa, any way to fix this?

It works fine with my rom, so I assume it is due to other things.
Notto Link
I can't patch this. It always gives me errors. I don't understand... It keeps saying, "CarryThroughDoorsPipes/EnableCarry_main.asm:45: error: wanpc failed: Current position (81A015) is after end position (01A015) [warnpc $01A015]
SpriteID location dummy addr: 928008"
37703 Link
I just had a problem with this patch while I was building a baserom, after inserting the patch and run PIXI the rom crash on the title screen, it may be some incompatibility. But I'm sure this patch was the problem.
Bensalot Link
Works great but for some reason this patch makes it so that bowser only throws one mechakoopa, any way to fix this?
 Blind Devil Link
Tested with Asar v1.71, SNES9x v1.58, in both normal and SA-1 ROMs. Also tested custom sprite respawn prevention with PIXI v1.2.9 and GIEPY v1.0.2.

In order for a certain sprite to actually not respawn, its state should match the initial state in which the original sprite is placed (e.g. I take a Koopa shell through a pipe, and if I kick or kill it and go to the point it's originally placed, it will respawn). Other than this really small quirk, patch works nicely, thus it's accepted.
AuraDee From older version: Carry Sprites Through Doors and Pipes Link
Tested with: Asar v1.71, GIEPY v1.0.2, Lunar Magic 2.53 (for GIEPY compatibility), Lunar Magic 3.02, PIXI v1.2.9, SA-1 Pack v1.31, Snes9x v1.55

An extremely useful patch, now made GIEPY compatible.
wiiqwertyuiop Author From older version: Carry Sprites Through Doors and Pipes Link
Alright, thanks I will fix those things next update.
 MarioFanGamer From older version: Carry Sprites Through Doors and Pipes Link
*strict Manuel activated*

Alright, as a note for the next time, please, and really, please test your stuff with the latest SA-1 pack. You have treated all of the sprite addresses as regular absolute addresses. Don't do this for the next time! The SA-1 pack expands the number of sprites on-screen to 22 meaning that it relocates some of the sprites.
And be aware that this is an exception I made. If you make the same mistake twice (which I assume you don't given that you were absent for a long time and usually read the comments), it will get rejected (by me at least)!

*strict Manuel deactivated*

Other then that, the patch works mostly fine. I only have noticed that not all custom sprite tables are transfered (e.g. the extra bytes and extra property bytes) meaning that custom sprites using these feature might glitch. Aside from this, carryable sprites from other rooms are affected by silver p-switches even if they aren't supposed to and the sprite ID won't work if Mario enters the room per slanted pipe (the latter only if Mario carries it).
And don't forget that we are going to use GIEPY Soon™ which the custom sprite bit to bit 7. It would be nice if you fix these issues when you update the patch for GIEPY compatibility.