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Kicked Sprites Regain Interaction When Bounced Off the Wall

SMW Patches → Kicked Sprites Regain Interaction When Bounced Off the Wall

Submission Details

Name: Kicked Sprites Regain Interaction When Bounced Off the Wall
Author: HammerBrother
Added:
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This simple patch modifies the intangibility timer ($154C) after kicking shells and p-switches to shorten their timer (or simply zeroes them out to instantly expire it) when they hit a wall. This makes it so you don't need a 2-block space between the player and the wall in order to shelljump.

This is very useful in kaizo hack designing.
Tags: interaction kaizo lorom sa-1 shell shell-jump
Comments: 7 (jump to comments)
Download 2.36 KiB | 205 downloads

Screenshots

Comments (7)

 Anorakun Link
cursed. lol.
MarkAlarm Link
Moderated with:
Lunar Magic 3.21
Asar 1.71
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60

While some people may prefer the vanilla physics of shells bouncing off of walls, I'm sure that some others may find this patch to be useful if they're designing a hack with it in mind. It works as intended and has it definitely has some purpose, so it's accepted. Take note that midairs are NOT affected by this patch, since this only modifies the timer after the shell hits a wall. At that point, it's no longer a midair.
Added the lorom and sa-1 tags upon moderation, along with renaming the patch title slightly.
 Kevin Link
Originally posted by quietmason
I wonder if this makes midairs easier. Or does it specifically check to see if the shell has hit a wall?

It only acts when hitting a wall, so midairs should be unaffected.
HammerBrother Author Link
Originally posted by quietmason
I wonder if this makes midairs easier. Or does it specifically check to see if the shell has hit a wall?


It should, just be careful not to get hit by the side of the shell.
mason Link
I wonder if this makes midairs easier. Or does it specifically check to see if the shell has hit a wall?
dogemaster Link
I ***really*** cannot see why anyone would require this.

HammerBrother Author Link
Not to be confused with simply setting the timer when the player initially kicks them:
Code
	org $01A0A6
	LDA #$04
	
	org $01AAA4
	LDA #$04
	
	org $01A886
	LDA #$08

which that have a problem that the player can easily accidentally get hit by the shell before the shell leaves the player or if the player is moving towards them a few frames after kicking. I initally tested with these