Banner
Views: 874,260,040
Time:
11 users online: anonimzwx, Cote de Boeuf, Dr.Moe, janklorde, KabanFriends,  KevinM, monkey03297, Nirv,  Noivern, Paithus, WhiteYoshiEgg - Guests: 39 - Bots: 66 Users: 48,700 (2,417 active)
Latest: Caiio98
Winter C3 2021 Content Spotlight
BootaNoBijuu's "Cool Rip, Nice Graphics"!
Not logged in.
Details for SMB3 Screen Scrolling Pipes 4.0.0
SMW Blocks - SMB3 Screen Scrolling Pipes 4.0.0 Link - Show random
File Name: SMB3 Screen Scrolling Pipes 4.0.0
Added:
Version History: View
Authors: HammerBrother
Act As: 130
Includes GFX: Yes
Description: See tutorial here. The blocks section has a small 1MIB limit preventing me from submitting this as a whole.

FuSoYa's pipes patch wasn't compatible with Gopher Popcorn Stew, so I uploaded my own. Even if it's updated to work with GPS, it is buggy.

These pipes, when entered, will cause mario to travel through pipes within the same level rather than refreshing the screen, useful for maze levels for those who refuses to use screen exits (which is a pain).

Whats best is that:

-unlike wiiqwertyuiop's, this centers the player correctly and is impossible to make the pipes play a "pipe sfx" multiple times for entering/exitng the pipe.

-there are several (more like countless) bugs in mikeyK's pipes (outdated) ranging from passable corners, to horizontal pipe caps that you can enter randomly not working should there be a level time limit, all the way to ceiling slopes teleporting mario (or killing him based on y position).

-now there are pipe turn-corners for mini pipes!!

-the best thing ever about this is that GPS has a "block to insert" list, due to having multiple blocks in this package, It made it easier for inserting all the block at once just by copying whats in "pipe_tiles_list.asm" and pasting it in "list.txt". THANK GOD that was faster than tedious editing whats in "edit block database" of btsd and that btsd insert the blocks one by one at a time.

I couldn't fit the description in the print command (they are often long; they would overwrite descriptions of other blocks), but I made a .map16 so its easier to understand.

Notes:
-If there are at least 2 sprites on screen, and mairo enters a pipe, mario will partially disappear as he enters a pipe, you should download the "no more sprite tiles limit" to prevent that.

-If you have a low-gravity generator that DEC $7E:007D (mario's Y speed), make sure that you add a check that if $7E:009D or a ram address for "!pipe_dir" is a non-zero, then skip/return, because mario will then rise up slowly while traveling through horizontal pipes. You absolutely don't want to touch his physics while inside pipes.

You can now use these pipes in layer 3 tides.

Version 4.0.0 updates:
-Added screen scrolling *warp* pipes
-Cap cannons
-Several bug fixes
-Blocks rearranged
-Vertical pipes (normal-size) enterable-width can now be customized

See more in Version_History.txt.

Github: https://github.com/GhbSmwc/SMB3_ScreenScrollingPipes
Tags: lorom, maze, pipes, sa-1
Rating: 5.0 (Votes: 1)
Download: Download - 197.34 KiB
252 downloads
Screenshots
Previous 
 Next
HammerBrother
Originally posted by Zeproide
Okay, I've been having some trouble with inserting the pipes, I tried following the tutorial, but still I get glitched out. Right now, when I try to enter the pipe, I don't go inside the pipe, I trigger a bug where Mario is able to walk/jump through basically anything. I need help, please. Thank you.


Zeproide Did you insert the uberasm code via uberasm tool? That is the code that handles the pipe state of the player. That is the code meant to run every frame (runs the main if the pipe state is nonzero).

(the reason why the player goes through everything is because fixes.asm modifies a lot of the physics that may cause issues with the player's interaction with objects and sprites. In this case, it skips code that would eject the player out of blocks (such as moving him slowly to the left when clipped into it), this is to prevent possible minor bug where the player enters a bottom vertical small pipe cap being 1 pixel off)
Posted by: HammerBrother - | Link
Zeproide
Okay, I've been having some trouble with inserting the pipes, I tried following the tutorial, but still I get glitched out. Right now, when I try to enter the pipe, I don't go inside the pipe, I trigger a bug where Mario is able to walk/jump through basically anything. I need help, please. Thank you.
Posted by: Zeproide - | Link
HammerBrother
Originally posted by Galeth
I've got a headache just by looking how many files this pack includes and triying to figure out how to make these pipes work (I know it shouldn't be so hard but anyway). I love to see the amount of effort some people do in order to contribute to this community.


Galeth There is a link to the documentation in the description.
Posted by: HammerBrother - | Link
Galeth
I've got a headache just by looking how many files this pack includes and triying to figure out how to make these pipes work (I know it shouldn't be so hard but anyway). I love to see the amount of effort some people do in order to contribute to this community.
Posted by: Galeth - | Link
HammerBrother
Originally posted by codfish1002
nice now since these where accepted time to use them in my hack thank you very much for making these #smw{^_^}


You welcome! Just imagine maze levels with pipes not being physically connected, or to have passible pipe parts and platforming areas being in the same spot without blocking that area.
Posted by: HammerBrother - | Link
codfish1002
nice now since these where accepted time to use them in my hack thank you very much for making these #smw{^_^}
Posted by: codfish1002 - | Link
HammerBrother
Originally posted by MiniMawile303
Upon moderation, the Pixi routine included didn't insert properly due to faulty label names, so I re-named them and updated the submission file. Quick fix, tested with the carriable triangle sprite.


Looks like pixi does not support macro labels.
Posted by: HammerBrother - | Link
MiniMawile303
Moderated with:
Lunar Magic 3.21
GPS 1.4.1
UberASMTool 1.4
Asar 1.71 + Walljump/Note Block Glitch Fix v1.6
Pixi 1.2.15 + Pinkie the Carriable Triangle
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60

What a release! These pipes are quite useful and really easy to place within the level. After testing out all of the different features and trying different combinations of pipes, carriable sprites, yoshi, and powerups, everything seems to work as intended, with only two minor things to note. Regardless, this pack is accepted.
For whatever reason, if Yoshi is standing somewhere on screen and you enter a pipe (not riding Yoshi), Yoshi will disappear, even with the NMSTL patch. Both on lorom and SA-1. This is an incredibly minor bug and shouldn't be too difficult of a fix. Given how minor it is, this can still be accepted.
Upon moderation, the Pixi routine included didn't insert properly due to faulty label names, so I re-named them and updated the submission file. Quick fix, tested with the carriable triangle sprite.
Posted by:  MiniMawile303 - | Link
HammerBrother
Originally posted by codfish1002
Is it recommended i use the moderated version or should i use this one right away, as i don't wanna port to a new rom when this gets rejected for a major issue that can cause problems in hacks


I would say, just use the patch (fixes.asm) of this updated version, so far, doesn't have major issues.

This newer version features “2” versions of map16, an old one and a newer version. The newer version features way more blocks (takes up a total of 2 map16 pages), and are rearranged with most duplicates removed to accommodate a ton of blocks.
Posted by: HammerBrother - | Link
codfish1002
Is it recommended i use the moderated version or should i use this one right away, as i don't wanna port to a new rom when this gets rejected for a major issue that can cause problems in hacks
Posted by: codfish1002 - | Link
HammerBrother
I realized what the hack is now called, it's Hackers Dreams : Pipe Dream.
Posted by: HammerBrother - | Link
HammerBrother
In case if you're wondering, the darken pipes indicate “background” pipes, passable tiles that can be used to connect pipes without separating the level (passable but if you're in pipe mode, will interact with them).

This is also useful for kaizo hacks involving the cap cannons, you can design a level in a way that the player cannot use the upwards-facing cap cannons as platforms but as a 1-use launcher the player has to remain in midair most of the time.
Posted by: HammerBrother - | Link
HammerBrother
Originally posted by ModernKiwi
Do you plan on making the small pipes compatible with LX5's Mini Mushroom (There's no issues with the other custom powerups, I just want mini mario to be able to enter the small pipes)


Once that gets release, I would. Just that the exiting timers and potentially the centering code may be needed to be modified along with the powerup check (make it so that it forbids small mario (RAM_19=$00)). The last time I tested that, mini mario had the same hitbox as small mario.
Posted by: HammerBrother - | Link
ModernKiwi
Do you plan on making the small pipes compatible with LX5's Mini Mushroom (There's no issues with the other custom powerups, I just want mini mario to be able to enter the small pipes)
Posted by: ModernKiwi - | Link
HammerBrother
Oh crud. I'm experencing that the file size is too big. Mods, please put this on hold.
Posted by: HammerBrother - | Link
HammerBrother
I took an inspiration from the Carryable pipe by WhiteYoshiEgg, image number 10 shows off the screen scrolling warp pipes (SSWP) in action,
Posted by: HammerBrother - | 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