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Momentum based conveyor belts and wind v1.1.1

SMW Blocks → Momentum based conveyor belts and wind v1.1.1

Submission Details

Name: Momentum based conveyor belts and wind v1.1.1
Author: HammerBrother
Added:
Version History: View
Act As: Various
Includes GFX: No
Description: Unlike all other conveyor belts/wind on the blocks section (that increment or decrement $94 and $96), these new ones are more closer to the real-life physics using momentum. For example When you get off the conveyor belt, you will have the speed from the conveyor belt added to the player's speed.

v1.1.1 update:
-Fixed the wind block not working when having !Freeram_NewSpd set to use a word-sized RAM ($xxxx)

v1.1 update
-Moved from uberasm patch to uberasm tool (this resource first came out before the tool was created)
-Fully supports SA-1
Tags: lorom physics sa-1 speed
Comments: 7 (jump to comments)
Rating:
4.4 (5 ratings)
No rating
Download 8.03 KiB | 996 downloads

Screenshots

Comments (7)

 Erik Link
Tested with:
- GPS v1.4.4
- UberASM Tool v2.0
- SA-1 v1.40
- Lunar Magic 3.50
- snes9x 1.62.3

The intended effects of the update work, so accepted.
I added a print statement to the blocks because you didn't. Please remember guideline 7 for block submissions!

I mean, it works, and the preservation of momentum is a cool feature. But, I do have my complaints. I honestly considered rejecting this but I think looking back on it it's just somthing you should keep in mind should you make a future update.
  1. Having to babysit the MomentumDefines folder everywhere, whether your patch, block or UberASM folder, is annoying. And why is it no standardized on where it goes? Why outside the actual code folder for Uber, but inside the blocks folder for GPS?
    Better yet, just have the defines in the same resource files. It's only four of them.
  2. A lot of the code can be optimized. From doing JML to an RTL (just RTL directly) to a JSL subroutine (just JSR; Uber code inserts within the same bank), to multiple instances of wasting time by setting or clearing a carry when you can omit it because its status is predictable, to going 16-bits then immediately back to 8-bits while checking if an address is negative (just check the high byte in 8-bit mode!), this definitely should be polished.
  3. The following comment in the blocks is misleading.
    Code
    !Wind_Spd			= $10
    ;^#$80-#$FF = left/up speed, #$01-#$7F = right/down
    ;To find the negative equivalent, on windows calculator,
    ;set the memory size to "BYTE" and the type of number to
    ;"HEX". Then, type -xx where XX is the positive number.
    ;i.e: -20 -> E0

    I mean, lies weren't told, but don't send the user into a sidequest to do something which can be done easier: if you want the up/left direction, you can tell the user to append a minus sign before the $ (so, say, -$20). Just make sure to specify the correct register size (i.e. an LDA.b or LDA.w as appropiate).
Hayashi Neru From older version: Momentum based conveyor belts and wind Link
This is needs remoderation.
Klug From older version: Momentum based conveyor belts and wind Link
Originally posted by Ruiyabi
Bin?

Nope, there's no reason for .bin blocks anymore. That's why we use Gopher Popcorn Stew as the new default for block insertion. (BTSD is too mainstream!)
Kaisaan From older version: Momentum based conveyor belts and wind Link
TBH this is more like ice blocks now.
Ruiyabi From older version: Momentum based conveyor belts and wind Link
Bin?
HammerBrother Author From older version: Momentum based conveyor belts and wind Link
Simple as adding two velocities. Thanks!
DiscoTheBat From older version: Momentum based conveyor belts and wind Link
This one is interesting, I like the concept of using the SMW physics for the movements. Good work!