Banner
The Overworld Design Contest ends in
1 MONTH, 2 DAYS, 22 HOURS, 41 MINUTES AND 11 SECONDS
Views: 898,174,478
Time:
10 users online: Aeon, Dispace, Infinity, JP32, k0nk4r4, kimenguman, Magikey, Mr Esc, Nciktendo, S3TH0s - Guests: 45 - Bots: 67 Users: 50,402 (2,286 active)
Latest: kimenguman
Tip: Try sketching out ideas for overworlds and levels. Even if they don't manage to fit into Lunar Magic completely, at least you have a base to work from, instead of doing it all from scratch.
Not logged in.
Details for Disappearing Block v2.3
SMW Blocks - Disappearing Block v2.3 Link - Show random
File Name: Disappearing Block v2.3
Added:
Version History: View
Authors: EternityLarva
Act As: 130
Includes GFX: Yes
Description: A block that disappears shortly after Mario walks on it.


Changelog:
v2.3
Works on wall jumps.
Reduced unnecessary processing.

v2.2
Now works with layer 2.

v2.0
Switched from sprite to uberasm.
Tags: disappear, layer2, lorom, triangle, wall jump
Rating: No rating
Download: Download - 2.55 KiB
251 downloads
Screenshots
Image
SJandCharlieTheCat
Looks like these don't work properly when using some of tall horizontal level height modes. I have the height mode set to 0E, and while the blocks work properly when placed on the upper screen, they don't work in the bottom one.

(I've asked about it on the ASM channel of the Discord, and will edit this comment if I learn more.)
Posted by: SJandCharlieTheCat - | Link
JamesD28
Tested with:

• Lunar Magic 3.20
• Lunar Magic 3.04
• SA-1 Pack v1.32
• GPS V1.4.1
• Snes9x v1.60
• bsnes v115
• MarioE's Wall Kick Patch

Removed the sa1 tag because from my testing, it seems that this block isn't compatible with SA-1. The first reason being that the freeRAM is in bank $7F, which is inaccessible by the SA-1 chip (Snes9x doesn't consider this and allows $7F access illegally). The other reason is that, even after changing the freeRAM to SA-1 accessible RAM ($419D00 in my testing), the blocks do not disappear. While Mario's stood on a block it gets stuck in an endless loop of tile changing, severely overflowing NMI, and when he jumps off it, the block turns invisible, but doesn't actually disappear.

However, because this was accepted in the previous version (why?) and the mentioned changes for this update work as intended (reduced processing and wall kick compatibility), I'll accept it. In the next update it would be nice to see proper SA-1 compatibility.
Posted by:  JamesD28 - | Link
ModernKiwi
Love the Fall Guys HUD!
Posted by: ModernKiwi - | Link
Klug
Is this Fall Guys? LUL
Posted by: Klug - | Link
le4che
hot
Posted by: le4che - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks