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Details for SMB3 Screen Scrolling Pipes 4.0.2
SMW Blocks - SMB3 Screen Scrolling Pipes 4.0.2 Link - Show random
File Name: SMB3 Screen Scrolling Pipes 4.0.2
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-there are several (more like countless) bugs in mikeyK's pipes (outdated) ranging from passable corners, to horizontal pipe caps that you can enter randomly not working should there be a level time limit, all the way to ceiling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 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
-Cap cannons
-Several bug fixes
-Blocks rearranged
-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
Rating: No rating
Download: Download - 199.96 KiB
 MarioFanGamer thanks! I tend to have oversights like copy and paste errors.
Posted by: HammerBrother - | Link
As per request by the author, I fixed an error in the description where the low nibble of !pipe_dir needs to be checked, not the address as a whole.
Posted by:  MarioFanGamer - | Link
Moderated with:
- Lunar Magic 3.30
- GPS 1.4.21
- UberASMTool 1.4
- Asar 1.81
- SA-1 Pack 1.40 (also tested without)
- Snes9x v1.60, bsnes-plus v05

This version was just some minor bug fixes from the last version that was already approved. Accepted without issue.
Posted by:  MarkAlarm - | Link
Yeah thanks again for making such an incredible resource, that so many people have gotten so much use out of over the years.

In v4.0.0, I've noticed that there are a few instances where there's particularly bad sprite lag after patching the SSP fixes patch in combination with No More Sprite Tile Limits in particular (v1.2.1, the latest stable version).

I patched them to a clean rom — the only other modification being FastROM — and had heavy slowdown while there were 4+ sprites on-screen in two different scenarios: in an interactable layer 2 level I made, and at that long line of koopas at the beginning of vanilla level 106. (Both scenarios prominently involved shells, for what it's worth. Also, the lag in the layer 2 level was removed when changing it into a normal mode 00 level.)

I tested these scenarios with a number of other patch combinations, too. No More Sprite Tile Limits on its own had no effect here. NMSTL + frame rule patch produced negligible lag; and the SSP patch + frame rule patch had a bit more lag. But it was only the specific combo of the SSP patch with No More Sprite Tile Limits that can really produce severe lag here.

I know that using both patches just increases the amount of processing in general; but I figured I'd still bring it to your attention, on the chance that you can think of anything that might help the two patches co-exist a bit better in situations like these. (I also have some videos I made that show the exact setups with the lag, too, if you'd like to take a look.) Thanks a lot!
Posted by: SJandCharlieTheCat - | Link
SimFan96 All fixed! Thanks for reporting. It was my dream of making level designing with SSP awesome as possible.
Posted by: HammerBrother - | Link
Hey! Thank you for all of your continued work for these pipes!

I did want to let you know about an issue with the fixes patch. So there is an extra NOP that appears in the hijack at $01A14D. One NOP overwrites the LDA portion of LDA $1A that is at $01A152 which causes glitches when stunning a mecha-koopa if said patch is applied. I just wanted to let you know about the issue!

Thanks for all of your hard work with these pipes!
Posted by: SimFan96 - | Link

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