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Ultimate Screen Teleporter v2.1

SMW Patches → Ultimate Screen Teleporter v2.1

Submission Details

Name: Ultimate Screen Teleporter v2.1
Author: mario90
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch allows you to use screen exits by walking/going off various sides of the screen. When you walk toward the left or right edges of the screen, Mario will walk off it before warping like in Yoshi's Island. Jumping off the top or bottom of the screen can also trigger it. This patch should eliminate the need for teleport blocks unless they're specialized.

v2.1 Some bug fixes and changes. See changelog for more info.
Tags: exit falling lorom sa-1 screen exit teleport warp
Comments: 12 (jump to comments)
Download 115.99 KiB | 765 downloads

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Comments (12)

 Maarfy Link
Accepted.



Tested with Asar 1.81, Lunar Magic 3.40, SA-1 1.40, Snes9x 1.62.3, BSNES Accuracy 0.7.1.
Link13 From older version: Ultimate Screen Teleporter Link
I tested on LM 3.40 and doesn't seem to detect the secondary exit and goes straight to level 0.
MarkVD100 From older version: Ultimate Screen Teleporter Link
So, how does the UberASM part work for the insert since I tried both the tool and patch and I still see crash at the very beginning of starting the ROM.
 Anorakun From older version: Ultimate Screen Teleporter Link
What is the !LevelNum variable? If I want to do this transition in more levels, will it work?
 RussianMan From older version: Ultimate Screen Teleporter Link
that's actually a RAM address used by uberASM and other patches, you don't want to change that.
 RussianMan From older version: Ultimate Screen Teleporter Link
Tested With:
-Lunar Magic 3.33
-UberASM 1.5
-Asar 1.81
-bsnes v115
-SA-1 1.40

Fixed an issue where the range end values can't be used for teleportation (for example secondary exit 1DFF which is the last default value for bottom exit) since the check is for more OR equals. Changed default FreeRAM addresses, and added !bank define. Lastly, I added a few line breaks to the longest line in the readme for better readibility.

Aside from that, the only things I noticed are:
-In vertical or vertically oriented horizontal levels, the bottom exit will only work if the screen below has exit, (for instance the level is vertical (level mode 0A) and is 0C screens long, but won't teleport if the exit set at that last screen, if 0D is set it works correctly, or in the case of exlevel with horizontal level mode = $1B, for example, setting exit and dropping at screen 0 won't work, but will work if the exit is set at screen 2), with exception of the very last screen of the level. I don't think it's a big enough issue, but something to note.
-Side exit teleport doesn't play a sound effect, would've been similar to Yoshi's Island.
-Side exiting with yoshi won't display yoshi's entering animation, the player will just slide awkwardly. Also, yoshi doesn't get the same priority as the player, and will appear above objects regardless of !RemovePipePriority.
-!RemovePipeCenter is mentioned to rely on GHB's player trigger patch, but making it check for freeRAM (something that !RemovePipePriority just below actually does) seem to work just fine without that patch, not sure what's up with that.
mario90 Author From older version: Ultimate Screen Teleporter Link
Thanks for the testing and notes regarding the exlevels. While I did do a bunch of tests with them on my own, I was aware there's a bunch of quirks and differences with those modes and I wasn't sure if I caught everything.
 Anorakun From older version: Ultimate Screen Teleporter Link
Does it trigger even when using screen wrap? Just wondering.
mario90 Author From older version: Ultimate Screen Teleporter Link
You need to use specific secondary exit ranges in this version to even trigger them, so whether it happens or not is up to you.
Link13 From older version: Ultimate Screen Teleporter Link
Does this implement into normal level data or does only affect the level exit sprite? I.e. do all the levels have escape enabled edges by default after patch or only effective according to the patch and/or sprite routine in vanilla?
MojoDallin From older version: Ultimate Screen Teleporter Link
Just one note: in the changelog, it says 2018.
lx5 From older version: Ultimate Screen Teleporter Link
It's working quite good and I find it quite useful for puzzles!

I've changed some things in the .asm file:
- The ASM file was using "+!SA1Address" instead of "|!SA1Address", the firts one could lead to some strange results if the user uses an automatic converter with this asm file.
- I added a detection for UberASM, the patch will now throw an error if UberASM's LevelASM hijack is not found (it detects the patch and the tool). The Old LevelASM isn't supported.