Old-School Level Design Contest starts in 1 DAY, 17 HOURS, 29 MINUTES AND 29 SECONDS
Views: 890,862,664 Time: 2021-04-14 11:30:31 PM
24 users online:
, AmperSam , anonimzwx , AppleBoy54321 , BTD6_maker , Camouflage , Darkguii , Edidoo , Epic_stuff , EvilBowserJR , levelengine , LMPuny , Maxodex , Mirann , monkey03297 , MrDeePay , Mrmightymouse , NopeContest , palaceswitcher0 , PeterWinter , Pinci , Segment1Zone2 , Stivi , Twiced_ - Guests: 53 - Bots: 65 Y.Y.
Users: 49,957 (2,325 active) Latest: EvilBowserJR
No Consecutive Score Awards
2020-05-25 02:25:34 PM
Requires Free Space:
This patch removes the consecutive score award functionality of dragon coins, shell kills, killing enemies with a star and stomping on enemies. You can easily set which of these you want in the .asm file, as well as the score value to always give in each case.
lorom, sa-1, score
Download - 1.05 KiB
I noticed that when a custom carriable sprite kills a bunch of sprites, sometimes the score sprites might come up. If you wanna fix this, try the following hex edit:
Code org $01A6BF
'XX' = the score value defined in '!ScoreShellKill'
Credit to Yoshifanatic for telling me about the hex edit!
It worked fine for me. Hopefully it will for you too.
Anas 2021-03-22 04:54:26 PM | Link
Good call on the cycle waste, oops.
Since it has been accepted, I'll update this eventually with more features.
Koopster 2020-05-25 05:23:47 PM | Link
Tested with: Lunar Magic 3.11, SA-1 1.32, ZMZ 1.08 and Asar 1.71.
Accepted, but made some cycle optimizations (too much NOPs - the majority of them can be skipped with a branch so not all of them have to be executed - they waste cycles).
Major Flare 2020-05-25 02:25:16 PM | Link
Can you add a feature of CAPPING the number or make it wrap around to 200 (200, 400, 800, 1000, 2000, 4000, 8000, then 200)?
HammerBrother 2020-05-25 03:52:18 AM | Link