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Teleport on Level End v1.1

UberASM Repository → Teleport on Level End v1.1

Submission Details

Name: Teleport on Level End v1.1
Author: Kevin
Added:
Type: Level
Includes GFX: No
Includes Hijack: No
Featured: No
Description: This code will teleport the player (based on the current screen exit) once the level has been beaten. Works for goal tapes, orbs, bosses or really anything that sets the end level timer (except keyholes). Check out the asm file for info and possible options.

Requested by Smibbix.

v1.1: Fixed various issues, made compatible with vanilla mode 7 bosses.
Tags: lorom sa-1 teleport
Comments: 12 (jump to comments)
Rating:
5.0 (2 ratings)
No rating
Download 1.68 KiB | 490 downloads

Screenshots

Comments (12)

 Kevin Author Pinned Link
If you're encountering the issue where the music stops after teleporting (happens when using AddmusicK), add this code right before ".return" in the ASM file:
Code
    lda #$00
    sta $7FB000
    sta $1DFB|!addr
 Donut Link
I've implemented this fix and updated the resource!
crocodileman94 Link
Even if I choose no scorecard, the drumroll still plays.
MegaSonic1999 Link
It would be useful for those who want to add a boss rush in their hack.
chester_fields Link
Originally posted by DasFueller
I have some music issues with this one. When I choose to have the scorecard, then the level I teleport to has no music. When I choose to have no scorecard, the fanfare plays anyway trough the transition and the beginning of the next level and then again, there is silence. Is it compatible with Retry (2.06)?
I'm having the same issue, when it teleports post-scorecard the level has no music (using d4's retry and AddMusicK 1.0.6)
DasFueller Link
I have some music issues with this one. When I choose to have the scorecard, then the level I teleport to has no music. When I choose to have no scorecard, the fanfare plays anyway trough the transition and the beginning of the next level and then again, there is silence. Is it compatible with Retry (2.06)?
MarsAmPear Link
I've had issues with music (sometimes) breaking very badly when using this to transition between two rooms that use the same music (without fanfare of its own). Not sure what the cause might be, but I'm certain it only happens with this code.
 Kevin Author Link
Originally posted by ModernKiwi
After I exit a level with this code, the game crashes when I enter a level with these Pipe Cannon blocks

I don't see how this could cause something like that, does the level with the pipe blocks not crash when entered normally?
ModernKiwi Link
After I exit a level with this code, the game crashes when I enter a level with these Pipe Cannon blocks
MegaSonic1999 Link
Wow, that's exactly what I was looking for to use with some bosses, So no need to change custom bosses ending code. Thank you so much!!!
JamesD28 Link
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• UberASM Tool 1.4
• Snes9x v1.60

There were a few other issues which the author has fixed, and now everything works as intended, so, accepted.

Note: Due to some jank with how SMW handles bonus stars, you will not be able to collect the maximum of 50 bonus stars in levels with this code enabled.
Smibbix Link
Alright! Thank you so much! #smw{:TUP:}