Banner
Views: 827,806,632
Time:
35 users online: 7 up, AnasMario130, Ashley Alexander, Checkmate6659, Cheolpeoduck, Coockie1173, CuRLy24881, Dark4ssass1n, Darkwoon, Drukqs, Eminus, ExONightZ, FailSandwich, fsvgm777, Green Jerry, hachimituru, Heraga, Hungrymumbles, Infinity, Knight of Time, LOLRyan2006 Mario Fan, Mariofan85, MassPunishment, MiniMawile303, MrBread, NicoTheKaizoer, Ragey, RetroJunky.T, Skewer, Soonstar, Sparkysie, TheInsanity115, Wilson12, wolfnasty,  xHF01x - Guests: 77 - Bots: 78 Users: 44,294 (2,523 active)
Latest: Shadow_Fox_75
Tip: Use palettes that don't burn the eyes. A blazing bright yellow and a night-black are not pleasant.Not logged in.
Details for Password System
UberASM Repository - Password System
File Name: Password System
Added:
Version History: View
Authors: Nowieso
Type: Level
Includes GFX: No
Includes Hijack: No
Featured: No
Description: With this code, you can easily create a unique password system for your level. Define inputs that have to be done in the correct order and one of these things will happen:

-Kill the player
-Hurt the player
-Give the player 1-UP(s)
-Give the player a Power-UP
-Give the player some coins
-Give the player Star-Power
-End the level (normal exit)
-End the level (secret exit), triggers the keyhole animation
-Spawn a sprite
-Change ON/OFF Switch state
-Activate P-Switch
-Teleport to current screen exit
-Teleport the player to the overworld, no event triggered
-Teleport the player to a different overworld position

Every option is very customizable, so make sure to change the defines in the asm file.

V1.1 fixes
- You can now define an unlimited amount of inputs and not only 10
- HUGE code optimization making the code about 200 lines shorter
- P-Switch music now correctly plays
- Sprites now turn into silver coins when using the silver P-Switch
Tags: input, lorom, on off, p-switch, password, sa-1, sprite spawn, teleport
Rating: 5.0 (Votes: 1)
Download: Download - 3.55 KiB
79 downloads
Screenshots
Previous 
 Next
Ayami
this will be VERY useful for me in a future, good code!
Posted by:  Ayami - | Link
KevinM
Tested with: LM 3.10, UberASMTool 1.4, SA-1 1.32, pixi 1.2.12, Snes9x 1.60.
Indeed a nice update, glad you fixed the couple of issues of the previous version and I saw a lot of improvements in the code. Also very nice that now you can define codes of arbitrary length.
As westslasher said you could also decrease the code for spawning normal/custom sprites since almost all of it is shared, but since doing this doesn't affect the insert size it doesn't really matter.
Posted by:  KevinM - | Link
westslasher2
Seems like a very nice update, you can also shorten the code that you are using for custom and normal sprite spawning.

Example:
Code
if !spriteType == 0
;Normal Sprite
LDA #!normalSpriteNumber
STA !9E,y
else
;CustomSprite
LDA #!customSpriteNumber
STA !7FAB9E,x
;Add-in extra-bytes here.
endif
;x/y offsets go here.
Posted by: westslasher2 - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 19

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy