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Details for Kicked sprites regain interaction when bounced off the wall
SMW Patches - Kicked sprites regain interaction when bounced off the wall Show random
File Name: Kicked sprites regain interaction when bounced off the wall
Added:
Authors: HammerBrother
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
Download: Download - 2.36 KiB
25 downloads
Screenshots
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Anorakun
It'll be very useful to my very hard hack. Thank you very much.
Posted by:  Anorakun - | Link
MiniMawile303
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.
Posted by:  MiniMawile303 - | Link
KevinM
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.
Posted by:  KevinM - | Link
HammerBrother
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.
Posted by: HammerBrother - | Link
quietmason
I wonder if this makes midairs easier. Or does it specifically check to see if the shell has hit a wall?
Posted by: quietmason - | Link
dogemaster
I ***really*** cannot see why anyone would require this.

Posted by: dogemaster - | Link
HammerBrother
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
Posted by: HammerBrother - | Link

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