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Customizable Layer 2 Smash

UberASM Repository → Customizable Layer 2 Smash

Submission Details

Name: Customizable Layer 2 Smash
Author: Kevin
Added:
Type: Level
Includes GFX: No
Includes Hijack: No
Featured: No
Description: This code replicates the behavior of the vanilla Layer 2 Smash sprites, meaning that it has 3 movement phases: "go up" phase, "go down a bit" phase and "smash down" phase.
You can customize its behavior by changing the position, speed and waiting time for each of the phases, and set different values for each screen. You can also change the "screen shake" timer (or disable it) for each screen. By changing these values you can also change the nature of the phases as well: for example, you could make it smash up and down without a middle phase, or make the middle phase go back up a bit instead of down.
You can also choose to move it horizontally or vertically, as well as moving layer 1 instead of layer 2.
Check out the asm file for more info. Comes with some example values (used for the first GIF) to show how they work.
Tags: layer 1 layer 2 lorom sa-1 scroll
Comments: 4 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 1.84 KiB | 309 downloads

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Comments (4)

Squirrelyman157 Link
Very useful code with a lot of customization options. Works as intended, so accepted.

Tested with Lunar Magic 3.30, UberASM Tool 1.4, SA-1 Pack v1.40, and Snes9x v1.56.2.
 BeeKaay Link
Originally posted by KevinM
Originally posted by BeeKaay
I found an obscure bug: if the entrance action is "Do Nothing - Cannot Bring Item," this works as advertised. But if the entrance action is "Vertical Pipe Exit Down," it doesn't do anything.

Thanks for the heads up, I've updated it and it should be fixed now.
For anyone wondering: checking for $89 to see if Mario is in a No Yoshi cutscene is a bad idea because the address seems to be also used for pipe entrance animations. Instead, check if $71 contains #$0A.


Thanks, confirmed fixed.
 Kevin Author Link
Originally posted by BeeKaay
I found an obscure bug: if the entrance action is "Do Nothing - Cannot Bring Item," this works as advertised. But if the entrance action is "Vertical Pipe Exit Down," it doesn't do anything.

Thanks for the heads up, I've updated it and it should be fixed now.
For anyone wondering: checking for $89 to see if Mario is in a No Yoshi cutscene is a bad idea because the address seems to be also used for pipe entrance animations. Instead, check if $71 contains #$0A.
 BeeKaay Link
I found an obscure bug: if the entrance action is "Do Nothing - Cannot Bring Item," this works as advertised. But if the entrance action is "Vertical Pipe Exit Down," it doesn't do anything.