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Details for Flying Rope v1.0
SMW Sprites - Flying Rope v1.0 Link - Show random
File Name: Flying Rope v1.0
Authors: Von Fahrenheit
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is "Line-Guided Rope But It's Not Line-Guided" AKA Flying Rope. It is extremely customizable by using the extra bytes. It has many possible flight patterns as well as 4 possible triggers: always move, start moving after grabbed, only move while grabbed, only move when not grabbed. Setting the extra bit makes the rope longer.

Requested for the Strongest Sprite Workshop 2020 by bandicoot
Tags: flying, lorom, pacifist, rope, sa-1
Rating: 5.0 (Votes: 1)
Download: Download - 6.65 KiB
Tested with: Lunar Magic 3.21, PIXI 1.31, SA-1 1.32, Snes9x 1.60.
Overall it's an interesting take on the SMW ropes, and the extra bytes settings allow for a huge amount of patterns you can make them move, which is very cool. A couple simple examples (for extra byte 3):
- 35: normally moves upwards, but starts also oscillating left and right once Mario grabs it.
- F9: normally moves upwards, but oscillates left and right (without moving vertically) only when Mario is holding it.
And also with the other 2 extension bytes you can change their trajectories in very interesting ways (straight lines, circles, sine waves etc.).
A couple notes:
- There was a small issue with the long rope setting: it still used the short rope hitbox. Since it was an easy edit, I fixed it during moderation.
- The sprite suffers from the rope bugs that vanilla ropes have:
• If the rope pushes Mario into a wall, he will be able to keep climbing on the air. To fix this, change line 419 from "BNE Return00" to "BNE +", and line 431 from "!163E,x" to "+ !163E,x".
• If the rope pushes Mario into the ground, he will keep moving with it even if he's not grabbing it anymore. To fix this replace the code at line 446 from
LDA #$03		;
STA !163E,x	; set the climb timer
LDA $77 : AND #$04 : BNE +
LDA #$03		;
STA !163E,x	; set the climb timer
BRA ++ : + : STZ !163E,x : STZ $18BE|!Base2 : ++

- If you're using AddmusicK, you'll need to remap the SFX the sprite uses. At line 164 change
LDA #$04        ; play the ticking sound effect
STA $1DFA|!Base2    ;
LDA #$1A
STA $1DF9|!Base2
(or remove the lines to disable the SFX altogether).

Edit: added a missing %SubOffScreen() call that made the sprite not despawn/respawn correctly.
Posted by: KevinM - | Link

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