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GreenHammerBro's SMB3 Screen Scrolling Pipes by GreenHammerBro

File Name: GreenHammerBro's SMB3 Screen Scrolling Pipes
Submitted: 06-Sep-2014 05:17:41 pm by GreenHammerBro
Authors: GreenHammerBro
Act As: mostly 130, except the yoshi barrier
Includes GFX: Yes
Description: FuSoYa's pipes patch wasn't compatible with Gopher Popcorn Stew, so I uploaded my own.

These pipes, when entered, will cause mario to travel through pipes within a level rather than refreshing the screen into another sublevel, useful for maze levels for those who refuses to use screen exits (which is a pain).

Whats best is that:

-unlike wiiqwertyuiop's, this centers the player correctly and is impossible to make the pipes play a "pipe sfx" multiple times for entering/exitng the pipe.

-there are several (more like countless) bugs in mikeyK's pipes (outdated) ranging from passable corners, to horizontal pipe caps that you can enter randomly not working should there be a level time limit, all the way to ceiling slopes teleporting mairo (or killing him based on y position).

-now there are pipe turn-corners for mini pipes!!

-the best thing ever about this is that GPS has a "block to insert" list, due to having multiple blocks in this package, It made it easier for inserting all the block at once just by copying whats in "pipe_tiles_list.asm" and pasting it in "list.txt". THANK GOD that was faster than tedious editing whats in "edit block database" of btsd and that btsd insert the blocks one by one at a time.

I couldn't fit the description in the print command (they are often long; they would overwrite descriptions of other blocks), but I made a .map16 so its easier to understand.

see the readme for details.

notes:
-If there are at least 2 sprites on screen, and mairo enters a pipe, mario will partially disappear as he enters a pipe, you should download the "no more sprite tiles limit" to prevent that.

-If you have a low-gravity generator that DEC $7E:007D (mario's Y speed), make sure that you add a check that if $7E:009D or a ram address for "!pipe_dir" is a non-zero, then skip/return, because mario will then rise up slowly while traveling through horizontal pipes.

-If you have converted ram address (and modify the GPS tool) to be compatable with sa-1, you also have to convert the "sprite slot loop" to use 22 slots. Because SA-1 has updated the number of slots from 12 to 22, otherwise yoshi glitches up.

Be careful not to use them in layer 3 tides, mario's x/y speed is still effected by the tide even when in pipes.
Author submitted a newer version.