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Tip: Remember, if you place a moon, midpoint, or Dragon Coin using direct Map16, it will always respawn when you re-enter that sublevel. Use the extended object instead.Not logged in.
Hiding things behind dragon coins
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I am just curious of 2 things.

1) what part of the dragon coin is what counts as collecting (Wanting to make them red coins instead and want them to be the same size as normal coins, so I wish to know if the top half or bottom half matter)

2)What can you hide behind dragon coins? Like can you hide keyholes or is it just boxes?
VIP2 had a level based on this but be wary that you need to collect them all and re-enter the stage if you want to see the sprite behind it.

Also I'm pretty sure you can hide any sprite.

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SNESLab wiki | on talkhaus as KobaBeach



I know you need to re-enter. that is kind of the plan.

While it is not a huge aspect in my hack, I am trying to find ways to make returning to levels with one exit still worthwhile.
Originally posted by Gashnaw
1) what part of the dragon coin is what counts as collecting (Wanting to make them red coins instead and want them to be the same size as normal coins, so I wish to know if the top half or bottom half matter)

Both parts. If you want to disable one of the halves, you'll use one of the (but not both) hex edits:
Disable top:
Code
org $00F334
NOP #2
BCC $2F
BRA $05


Disable bottom (do note that this makes the bottom part act like a regular coin):
Code
org $00F336
BRA $2F


Do note that the object code (read: block placement) is handled separately from block interaction. Furthermore, even if you do change the object then Lunar Magic will still displays the dragon coin as usual as it doesn't support custom object displays.

In order to change the object (so that only a single half is placed), apply this to the ROM:
Code
org $0DB327
LDA #$2D	; $2D is the top half, $2E the bottom half

org $0DB32B
RTS


Originally posted by Gashnaw
2)What can you hide behind dragon coins? Like can you hide keyholes or is it just boxes?

Only objects i.e. blocks, no sprites (which are placed dynamically in the level and not at level load).

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
-snip-

Correct me if i am wrong but couldn't i just use map16 to act as the dragon coin?

or is the exGFX important? (Kind of like Kudos Moons respawning unless you use exGFX objects)

I guess what my question should be if using map16 to ax as a dragon coin would not work the same way as exGFX dragon coins.
I assume you mean extended objects? ExGFX are just what the tiles look like, they don't control the interaction.

Inserting Map16 tiles directly, as opposed to using the extended object, comes with two problems:
- IIRC, when collected, the tile will change into tile 25 of whatever page it's on, so you need you make sure that's an epty tile. (could be wrong here though.)
- The top tile will not only erase itself when collected but also the tile below it, and likewise, the bottom tile will erase the tile above it. I think MFG's hijacks would prevent that.

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Originally posted by WhiteYoshiEgg
I assume you mean extended objects? ExGFX are just what the tiles look like, they don't control the interaction.

Inserting Map16 tiles directly, as opposed to using the extended object, comes with two problems:
- IIRC, when collected, the tile will change into tile 25 of whatever page it's on, so you need you make sure that's an epty tile. (could be wrong here though.)
- The top tile will not only erase itself when collected but also the tile below it, and likewise, the bottom tile will erase the tile above it. I think MFG's hijacks would prevent that.


Right extended object not exGFX.
I guess i will have to test it then.
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