|Name:||SMB3 Screen Scrolling Pipes 4.0.2|
|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-there are several (more like countless) bugs in mikeyK's pipes (outdated) ranging from passable corners, to horizontal pipe caps that you can enter randomly not working should there be a level time limit, all the way to ceiling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 blocks at once just by copying what's 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.
-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 is nonzero, or the low nibble (low 4 bits, %----XXXX) of a ram address defined "!pipe_dir" is 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
-Several bug fixes
-Vertical pipes (normal-size) enterable-width can now be customized
-Fixed a potential issue where setting $13FB (often set by yoshi growing animation) during pipe transition does not freeze the timer !Freeram_SSP_PipeTmr. Most likely this bug will happen with other ASM resources using $13FB
See more in Version_History.txt.
|Tags:||lorom maze pipes sa-1|
|Comments:||105 (jump to comments)|
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