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Carryable Pipe

SMW Sprites → Carryable Pipe

Submission Details

Name: Carryable Pipe
Author: wye
Added:
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 sa-1
Comments: 23 (jump to comments)
Rating:
4.2 (5 ratings)
No rating
Download 9.82 KiB | 1,397 downloads

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Comments (23)

SpiritOfFen Link
For the bug where dying at the same time as teleporting with one of the quick retry patches/modes enabled softlocks the game:

What appears to be happening is the teleport starts and disables the player 1 controller. Due to the death routine and retry prompt and whatnot, the code to restore the controller state never runs since the level is still loaded and the teleport never finishes. I'm not entirely sure why that disable code is there, but I didn't notice anything super off by removing it. Doing that fixes the softlock, but I'm not sure if there's some regression I'm not noticing in my mild experimenting with it. Does that code need to be there?
wye Author Link
That would definitely be the cause of the bug. I don't remember for sure why that code is there, other than "prevent the player from doing something while they're teleporting". Maybe shooting fireballs or cape spinning, or maybe something more serious? I can't rule out that it's truly unnecessary now either.
SpiritOfFen Link
Good to know, thank you for the reply! Great work on this sprite :)
Epic_Manky Link
These work with SA-1?

Edit: No, no they do not
meatloaf Link
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.
wye Author Link
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.
NohrianScum Link
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 ):
wye Author Link
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.
NohrianScum Link
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?
meatloaf Link
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.
HammerBrother Link
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.
HammerBrother Link
If you throw one pipe and enter the other, you've essentially throw yourself.
 Thomas Link
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.
 dtothefourth Link
The check for not teleporting while carrying uses ORA $14AF|!Base2 instead of $148F causing it to not teleport when On/Off is toggled
Sweetdude Link
welp, I know what i'm using
rvx Link
OMG, EXCELLENT IDEA
 S.N.N. Link
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!
wye Author Link
Originally posted by Thomas
Fixed a few bugs during moderation

Thanks so much, I really appreciate it!
 Thomas Link
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
YulkyTulky Link
this is a super cool idea, just gotta fix some glitches now!
simon.caio Link
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
DKR_02 Link
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.
HammerBrother Link
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.