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Details for Carryable Pipe
SMW Sprites - Carryable Pipe Show random
File Name: Carryable Pipe
Added:
Authors: WhiteYoshiEgg
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This sprite is used in pairs. You can carry them around, and when you enter one of them, like a pipe, you'll be teleported to the other end.

You can have up to four different pairs in a level at the same time, which act independently of each other and are distinguished by their color. The pairing depends on the extra byte.

A pair of pipes only works when there are exactly two of them in the level, and both are spawned (=the player has encountered both); they won't let you enter otherwise.
Tags: carryable, lorom, pacifist
Rating: 4.2 (Votes: 5)
Download: Download - 9.82 KiB
561 downloads
Screenshots
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Epic_Manky
These work with SA-1?

Edit: No, no they do not
Posted by: Epic_Manky - | Link
TheLegendaryOrb
Amazing sprite! Had trouble with the graphics but that was me not knowing much so I eventually fixed it.
Posted by: TheLegendaryOrb - | Link
meatloaf
With the default teleporting speed 0x60, I couldn't travel vertically down more than 0x50 tiles or Mario dies instantly. I was able to get it to work by lowering the speed a bit. The maximum number of tiles that can be traveled before instant death decreases the higher the speed is set, as one might imagine.
Posted by: meatloaf - | Link
WhiteYoshiEgg
Originally posted by NohrianScum
I did precisely that and it caused my ROM to freeze anyway (used Pixi). Then I tried to remove the sprite to not avail. It still freezes. I wish I had created a backup ):

Lunar Magic usually creates automatic backups; check "File --> Restore".

When you have a ROM that's not broken, you should be able to insert the pipes just fine. (Maybe try it out on a fresh ROM to be sure.) If you're still having trouble, it'd probbaly be best to ask for help in the forums or on Discord.
Posted by: WhiteYoshiEgg - | Link
NohrianScum
Originally posted by WhiteYoshiEgg
Originally posted by NohrianScum
I'm pretty disturbed. This sprites broke my ROM. I followed the instructions within asar and applied the patch but my ROM is completely broken now. Could I get better instructions?

That patch is only to clean things up in case you want to remove the pipes from your ROM at some later point. You're not supposed to apply it otherwise. Just insert the sprites and nothing else into a working ROM as usual, and you should be good to go.

I did precisely that and it caused my ROM to freeze anyway (used Pixi). Then I tried to remove the sprite to not avail. It still freezes. I wish I had created a backup ):
Posted by: NohrianScum - | Link
WhiteYoshiEgg
Originally posted by NohrianScum
I'm pretty disturbed. This sprites broke my ROM. I followed the instructions within asar and applied the patch but my ROM is completely broken now. Could I get better instructions?

That patch is only to clean things up in case you want to remove the pipes from your ROM at some later point. You're not supposed to apply it otherwise. Just insert the sprites and nothing else into a working ROM as usual, and you should be good to go.
Posted by: WhiteYoshiEgg - | Link
NohrianScum
I'm pretty disturbed. This sprites broke my ROM. I followed the instructions within asar and applied the patch but my ROM is completely broken now. Could I get better instructions?
Posted by: NohrianScum - | Link
meatloaf
This seems to not work properly with the 'Better platforms' patch located here. it seems like sometimes it softlocks with Mario in the pipe if the destination pipe is located on a moving platform when Mario enters. Is it possible to fix this?
e: After some testing, it looks like this might just be the turn block bridges that cause this behavior, it seems they're handled differently than most everything else in the aforementioned patch.
Posted by: meatloaf - | Link
HammerBrother
The pipes reminded an old magic with a bunny in a magician's hat, if there are multiple, they act as portals to another hat.
Posted by: HammerBrother - | Link
HammerBrother
If you throw one pipe and enter the other, you've essentially throw yourself.
Posted by: HammerBrother - | Link
Thomas
Originally posted by dtothefourth
The check for not teleporting while carrying uses ORA $14AF|!Base2 instead of $148F causing it to not teleport when On/Off is toggled

Updated with a quick fix to that, thanks for noticing.
Posted by:  Thomas - | Link
dtothefourth
The check for not teleporting while carrying uses ORA $14AF|!Base2 instead of $148F causing it to not teleport when On/Off is toggled
Posted by:  dtothefourth - | Link
Sweetdude
welp, I know what i'm using
Posted by: Sweetdude - | Link
rvx
OMG, EXCELLENT IDEA
Posted by: rvx - | Link
S.N.N.
This is such a fantastic idea for a sprite, and I can't believe it has taken this long for someone to think it up. Well done!
Posted by:  S.N.N. - | Link
WhiteYoshiEgg
Originally posted by Thomas
Fixed a few bugs during moderation

Thanks so much, I really appreciate it!
Posted by: WhiteYoshiEgg - | Link
Thomas
Tested with: Lunar Magic v3.10, bsnes-plus v05, Pixi v1.2.10, SA-1 v1.32.

Fixed a few bugs during moderation, most notably:
- The $9D bug causing sprites to not properly freeze during transportation (note that this fix applies an actual hijack, and hence an unpatch file is included as well)
- Yoshi being able to eat the pipe during transportation, resulting in a variety of issues
- An OAM issue with SA-1
Posted by:  Thomas - | Link
YulkyTulky
this is a super cool idea, just gotta fix some glitches now!
Posted by: YulkyTulky - | Link
simon.caio
great sprite idea! BUT with the "Carry Sprites Through Doors and Pipes"-patch the carryable pipe becomes an unpressable P-switch - but carrying the carryable pipe through doors and big pipes would open up a lot of great options for concepts, ideas and creations! AND with the "vertical level wrap uberasm" it is not working...would love to put both in my hack! cheers
Posted by: simon.caio - | Link
DKR_02
I found a bug as well, entering the pipe and dying at the same time results in a softlock. at least with worldpeace's retry patch, you cannot restart the level, thus a reset is required.
Posted by: DKR_02 - | Link
HammerBrother
Bug found: $9D gets reset AFTER the carryable pipe sets $9D within a frame, causing other sprites to ignore $9D if you enter the second pipe (Pipe B) and return to the first pipe (pipe A) (it works normally if you enter pipe A and travel to B). I assume one of them is resetting $9D every frame during travel.

EDIT: you might want to breakpoint $9D as depending on what sprite slot it is on may be affected by $9D.

EDIT2: it seems to also happens vice verse as well between A and B. So certain sprite slots ignore $9D.
Posted by: HammerBrother - | Link

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