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) |
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Comments (12)
Tested with Asar 1.81, Lunar Magic 3.40, SA-1 1.40, Snes9x 1.62.3, BSNES Accuracy 0.7.1.
-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.
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.