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Custom Overworld Hardcoded Paths

Waiting SMW Patches → Custom Overworld Hardcoded Paths

Submission Details

Name: Custom Overworld Hardcoded Paths
Author: Kevin
Submitted: by  Kevin
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch allows you to add custom hardcoded paths on the Overworld that work akin to the vanilla ones. Additionally, you can force the animation to swimming or climbing for each tile in the paths you make.
These paths can be useful for a few reasons:
- Make paths that overlap with other paths
- Make paths that overlap with other layer 1 tiles
- Make the return path from a level different from the path going into it
- Make swimming/climbing paths that are not possible with vanilla tiles
Make sure to not disable hardcoded paths in Lunar Magic's extra options or it won't work. The patch comes pre-packaged with the vanilla hardcoded paths, but you can freely remove them if you don't need them.
Make sure to check the readme for info on how to use it.
Tags: lorom overworld sa-1
Comments: 8 (jump to comments)
Download 3.87 KiB | 64 downloads

Screenshots

Comments (8)

 Kevin Author Link
I just updated the patch to fix an issue where paths could break randomly, if you downloaded it before update it (just the main asm file, you can keep the old tables file). Thanks to Mega for finding the issue!
simon.caio Link
Would this also be possible to make it work with the "DKC Navigation Arrows Patch"? (https://www.smwcentral.net/?p=section&a=details&id=16422)
simon.caio Link
Originally posted by Kevin
Make sure to include the tile number for the destination level tile, since that's part of the path too. Also make sure that the paths and animation tables have the same amount of values.


oh, that was it: the destination level tile number. I took the comment in the tables literally ("List of layer 1 tiles between the level tiles.") and thought only between the tiles and not those level tiles also to be included.
thank you!
 Kevin Author Link
Oh right, that wasn't worded clearly, I updated it to make it clear.
simon.caio Link
I tried this patch cause I would need it for climbing horizontally in a submap but while it works for the climbing animation, it just ignores the second level tile and climbs away left (or just abruptly climbs down and the player graphics becomes garbled)....I put the values in the next empty slot (.05) and checked a couple of times the values and tried some other values without any luck....I wonder if I am doing something wrong or if this is incompatible with some other related ow uberasm or similar...
 Kevin Author Link
Make sure to include the tile number for the destination level tile, since that's part of the path too. Also make sure that the paths and animation tables have the same amount of values.
 MarioFanGamer Link
Wait, is this how you managed to do the horizontal climbing animation in your and Dev's OWDC2022 entry?
 Kevin Author Link
yep