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Details for Single Screen v1.2
UberASM Repository - Single Screen v1.2 Show random
File Name: Single Screen v1.2
Added:
Version History: View
Authors: TheBiob
Type: Level, Game Mode
Includes GFX: No
Includes Hijack: Yes
Featured: No
Description: This will make the game only show one screen and scroll to the next when the player reaches it.

Uses 4 bytes of freeram as well as a hijack to disable the invisible screen barriers.

V1.1 Changes
Now works with LM3 level sizes
Start can optionally be aligned to a screen but isn't required to anymore
Options to disable horizontal/vertical scrolling separately
More options to change the size of the screen/when the scrolling triggers
Removed the "code per screen" feature since I think it doesn't really work with big level sizes*

V1.2 Changes
Fixed graphics bugging out when pausing the game during a screen transition.
You can choose between pausing the transition or not allowing to pause during transitions.

(Requested by Final Theory)

*yeah, I'm just lazy, if you need that feature you probably know what you're doing anyway so add it yourself.

Note: for best results, combine with the sprite scroll fix patch (be sure to change the default free RAM). Without this, sprites may not spawn when the screen is scrolled leftwards.
Tags: horizontal, lorom, sa-1, screen scrolling, scrolling
Rating: No rating
Download: Download - 2.33 KiB
133 downloads
Screenshots
Image
Koopster
I was having trouble with the death routine as well which I initially though was a free RAM conflict, but it wasn't the case. I'm not sure if this is a retry exclusive issue, but death sets $9D to #$30 and this patch immediately sets to #$01, and I tracked that down as the reason why Mario's animation counter went bonkers. I fixed this issue by adding the following check under main:

Code
LDA $9D
CMP #$30
BNE +
RTL
+
Posted by:  Koopster - | Link
TheBiob
Originally posted by FedoraFriday
While I like this patch, I just find it far too buggy (for my ROM anyway). I tried removing it by just running it with UBERASM and removing it from the level, but doing so crashes the game on load-up. If I leave it as is its fine, if I move it to another level ID its fine, but as soon as I take it out or modify it somehow it crashes the game. Also it does something funky with the death routine, not sure whats going on.


I'd recommend reading the readme included in the download #tb{;)}
This uberasm applies a small hijack for the screen barrier which needs the "remove.asm" patch to be properly removed



Don't know about the death routine being buggy, might be a freeram conflict, this uberasm uses a pretty common freeram address so not changing it might lead to issues
Posted by: TheBiob - | Link
FedoraFriday
While I like this patch, I just find it far too buggy (for my ROM anyway). I tried removing it by just running it with UBERASM and removing it from the level, but doing so crashes the game on load-up. If I leave it as is its fine, if I move it to another level ID its fine, but as soon as I take it out or modify it somehow it crashes the game. Also it does something funky with the death routine, not sure whats going on.
Posted by: FedoraFriday - | Link
Koopster
Thank you so much for this!
Posted by:  Koopster - | Link
Deeke
This is a fantastic routine, and it's surprisingly great for cutscenes.
There's only one thing I want to bring up: the "cut to black" setting feels too jarring. Could there be an option to make it fade to black and back very quickly (or any configurable time)?
Posted by:  Deeke - | Link
Meirdent
Tested with BSNES v87 (BizHawk), LM 3.11, SA-1 v1.32, UberASM Tool 1.4.
Works as intended, accepted.
Posted by:  Meirdent - | Link

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