Tip: Layer 3 backgrounds and tides disappear when you hit a message box, so unless you apply this fix, plan your level around that. For example, you can add a sublevel without layer 3 at the start/midpoint, and include your message there.
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.
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.
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.
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 ):
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'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?
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.
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
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
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.
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.
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