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Tip: Only use a few different kinds of enemies per level. Overdoing it can make your level feel disjointed and clunky.Not logged in.
Details for Password System
UberASM Repository - Password System Show random
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
131 downloads
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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

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