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Custom Line-Guided Rope

SMW Sprites → Custom Line-Guided Rope

Submission Details

Name: Custom Line-Guided Rope
Author: Kevin
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is a custom version of the line-guided rope, based on the disassembly by imamelia.
It allows for new features including:
- Custom length: it can be up to 254 tiles, controlled by the first extra byte.
- Custom speed: set a speed multiplier for the rope, using the second extra byte.
- Movement options: it can be set to start moving once spawned instead of waiting for Mario, be always stationary or move based on a certain switch.
- Glitch fixes: for example, fix the glitch that allows you to climb in the air (the disassembly doesn't include Rope Fix).
Check out the asm file for a more detailed explanation.

Note: the No More Sprite Tile Limits patch is highly recommended.

Update: now compatible with the "line-guide acts-like fix" patch.
Tags: line-guided lorom rope sa-1 switch
Comments: 12 (jump to comments)
Rating:
5.0 (2 ratings)
No rating
Download 6.58 KiB | 711 downloads

Screenshots

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Comments (12)

 Fernap Link
There's a slightly obscure graphical bug reported by pnaha, where the rope sprite can overwrite a tile of another sprite on screen. I think this will happen when the rope is completely offscreen, but before it despawns, and also more likely while using NMSTL (although possible without it).

For a fix, in the sprite .asm file, find the block
Code
lda #!RopeTile
CPX #$00            ; if the tilemap index is 0...
BNE UseRopeTiles    ;
PHX
LDX $02             ;
LDA MotorTiles,x    ; then use the motor tilemap
PLX
UseRopeTiles:       ; else, use the rope tilemap
STA $0302|!Base2,y  ; set the tile number

and replace it with
Code
cpx #$00 : bne +
ldx $02 : lda MotorTiles,x : ldx #$00
bra StoreTile
+
txa : inc : cmp $03 : beq +
lda #!RopeTile
bra StoreTile
+
lda #!BottomRopeTile
StoreTile:
sta $0302|!addr,y

And then remove the following two lines that occur slightly later:
Code
LDA #!BottomRopeTile    ; set the tile number for the bottom of the rope
STA $02FE|!Base2,y      ;

 MarkAlarm Link
Moderated with:
Lunar Magic 3.11
Pixi 1.2.15
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60

Nice customization options and nothing seemed to break hard, so it's accepted. NMSTL is definitely needed if you want a super long rope. Good to note the crashing length, but you should never need a 255 tile rope anyway.
MarioSMWGooder Link
Dos it work with GPS#smw{o_O?}
 Kevin Author Link
Originally posted by Final Theory
Is the rope part a sprite? Because that is a lot of sprite tiles.
Yes, that's why NMSTL is recommended. But also, only the part that's on screen is drawn, so it's not even that much.
Final Theory Link
Is the rope part a sprite? Because that is a lot of sprite tiles.
Nowieso Link
Thank you, now it works perfectly fine!
 Kevin Author Link
Originally posted by Nowieso
Very nice sprite!
However, it seems to only work with vanilla rope tiles?
Tiles at different map16 positions (using the Line Guide Acts-Like Fix) do not interact with the rope properly.
That fix only works for vanilla line-guided sprites.

Edit: now it works, redownload. I just removed the entire disassembled code for the line-guided routine (which is pretty much just a waste of space to keep in) and made it call the vanilla routine instead.
Nowieso Link
Very nice sprite!
However, it seems to only work with vanilla rope tiles?
Tiles at different map16 positions (using the Line Guide Acts-Like Fix) do not interact with the rope properly.
HammerBrother Link
Can really make a troll stage by having the player only see the ropes and not the motor or line guides via the screen having no V-scroll placed below the line guides (which does not move in a straight line the whole level) and the player would have to guess the direction of the rope's movement.
 RussianMan Link
what the hell, that's one long long really long rope.
Vivian Darkbloom Link
haha long boy
bandicoot Link
Cool, this is better then what I wanted#w{<3}