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
Comments (10)
After this change, carrying custom sprites worked for me
It works fine with my rom, so I assume it is due to other things.
SpriteID location dummy addr: 928008"
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.
An extremely useful patch, now made GIEPY compatible.
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.