Name: | Proximity Wraparound Fix 2.0.1 |
Authors: | HammerBrother, JackTheSpades, RussianMan |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | Yes |
Featured: | No |
Description: | This patch fixes various sprites using the horizontal and vertical proximity check that wraps around the border of the screen. It includes: - Thwomps - Falling spike - Yoshi egg - Chargin Chuck - Splittin Chuck - Bouncin Chuck - Whistlin Chuck - Rip van fish - Upside down Piranha plant and its classic. - Jumping Piranha plant - Exploding block - Swooper Bat - Ledge & Ground Dwelling Monty Moles NEW - Blargg 2.0 fix: Vitor Vilela reported a flaw that several stuff that are meant to load in 8-bit mode were in 16-bit, due to the routine exits out in 16-bit A but forgot to set it back to 8. That is now fixed. 2.0.1 fix: Added Blargg sprite (previously, I forgot this sprite, thanks Anorakun ). |
Tags: | lorom proximity sa-1 |
Comments: | 20 (jump to comments) |
Download
3.54 KiB | 360 downloads
Comments (20)
- Lunar Magic 3.50
- SA-1 Pack 1.40
- Snes9x 1.62.3, Mesen 2
- Asar 1.91
Notes:
Update works, accepted.
An oversight by the developers not accounting the high byte (or bit if you are relying on the carry bit)
Pitchin' Chucks when spawned at the start of a sublevel face the other direction (except their heads):
I don't know if the Sprite Initial Facing Fix patch can correct this as this one crash my game.
Good thing I know ASM, so I restored my game to before I applied the patch and modified it to only change the sprites that mattered to me (thwomps and moles, I don't care fixing the proximity error for the others). But those who use this patch beware.
Or maybe this error will only happens to me. orz
Worka as intended.
Tested on an SA-1 rom with no other patches applied, so it's definitely this patch doing it.
It simultaneously does and does not amaze me that this is a problem that even needs fixing. Either way, this patch does the trick, making proximity-based enemies behave a great deal more consistently (especially Rip Van Fish, what with the extra dimension of movement provided by water levels). If there’s ever another update to this patch in the future, it would be neat if all of the constant proximity values would be converted into defines - this patch would then be especially easy to use as an enemy proximity detection range changer.
Decided to check the other Monty Mole enemy as well, it also has this same issue.