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Donut Block "falling" to the right
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Donut Block "falling" to the right
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Hi guys, I'm using the donut lift block and I'm trying to make it move right instead of falling down. I've changed everything related to y speed ---> to x speed and added this piece "STA !1528,x" to prevent Mario from sliding when the sprite moves. It works quite fine, however right side's hitbox is higher than it should be and has clipping problems with Mario (left side is fine).
Here's a video about the problem I'm having: (Don't mind the missing graphics :))


He's the code modified by me:


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My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind
Misty Out There
I'm really not sure where's the clipping, but if it's the first 08, change it to 0B. It should be better.
Also, after the PLP from the MAKE_BLOCK routine, shouldn't there be a SEP #$30?

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You can download my VLDC12 entry Here - final update
Originally posted by Rykon-V73
I'm really not sure where's the clipping, but if it's the first 08, change it to 0B. It should be better.
Also, after the PLP from the MAKE_BLOCK routine, shouldn't there be a SEP #$30?


Changing the "CMP #$08" after "LDA !14C8,x" to "CMP #$0B" makes Mario fall throught the block as soon as he touches it.
Adding the SEP #$30 inside the MAKE_BLOCK routine doesn't change anything (Still I don't know why it's missing in the original sprite)

--------------------
My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind
Misty Out There
Originally posted by Rykon-V73
Also, after the PLP from the MAKE_BLOCK routine, shouldn't there be a SEP #$30?

The PLP makes a SEP #$30 redundant as it restores the processor flags.

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Okay, my layout looks ugly.
Originally posted by Runic_Rain
"Isn't that just Mario falling off the sprite and then the sprite swooping back under him again? That's not jank that's SMW Physics™"

As for "fixing" that You could check "Y Next Frame" and see if it's lower. And if it was then "not fall"
But that would also mean you could run on air off the sprite for 1 frame.


Code
CheckStutter:
	LDA $96|!dp			; Next frame
	SEC
	SBC $D3|!dp			; If Y Coord Changed
	BMI .return			; Skip if not falling.	
	LDA #$01
	STA $1471|!addr			;Allow jump
	LDA #%00000100			;0000UDLR
	STA $77|!dp			;Blocked below
	STZ $72|!dp			;Not falling
	LDA #$00
	STA $13DC|!addr			;Not falling fractional bits
.return:
	RTS


Not sure how much of that is necessary or if I did the SA-1 right. But just calling that after the rest of the physics should fix the stutter I think?
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Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Donut Block "falling" to the right

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