Name: | Teleport on No Enemies |
Author: | Thomas |
Added: | |
Version History: | View |
Type: | Level |
Includes GFX: | No |
Includes Hijack: | No |
Featured: | No |
Description: | A simple code which teleports the player when all on-screen enemies are defeated. Includes options for how to determine where to teleport the player to, as well as for ignoring certain sprites. |
Tags: | lorom sa-1 teleport |
Comments: | 16 (jump to comments) |
Rating: |
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1.32 KiB | 1,104 downloads
Comments (16)
-Lunar Magic 3.40
-UberASM 1.6
-bsnes v115
-SA-1 1.40
-PIXI 1.40
Fixed a bug where the code doesn't actually check wether the sprite is custom or not. For instance, if you added custom sprite 00 to the exclusion list, it would also exclude vanilla sprite 00. If you added a vanilla sprite 00 to the list, it would exclude ANY custom sprite that has acts like set to 00. I didn't notice any other issues.
Ended up deciding to submit a rewrite of this patch with a fix for this bug (among other improvements): https://www.smwcentral.net/?p=section&a=details&id=33852
Tested with:
-Lunar Magic 3.31
-UberASM Tool 1.4
-bsnes v115
-SA-1 1.40
Yes, just like Rilla Roo uses this code for Larry Boss, etc. in The 12 Magic Orbs
The first line under main should be LDX #!sprite_slots-1 instead of LDA.b #!sprite_slots-1 so it was not looping through sprite slots properly.
How the heck did that happen without anyone noticing? 🤔
Updated with a quick fix.
There seems to be a bug in the patch.
The first line under main should be LDX #!sprite_slots-1 instead of LDA.b #!sprite_slots-1 so it was not looping through sprite slots properly.
Nothing else to add. Accepted.