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Sloped hurt tiles
Forum Index - SMW Hacking - Requests - Archived Requests - Sloped hurt tiles
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Sloped Hurt Tiles



Basically as the title says, slopes (Normal, Steep) that hurt Mario when you touch them. Upside-down ones would be cool too but not 100% necessary.


I support this request and I see a lot of potential in it.

I know these exist because a KLDC level used them. However, are they not usable with the act-as blocks?

Like the solid-to-sprites blocks can be set to act as slopes, act as water, etc. Can't you just change the "solid to sprites" code to "hurt the player"?

Or is the "hurt the player" field going through the whole 16x16 tile? I hope that makes sense.
Def. supporting this request, will open up for more graphics and level design ideas that can have such properties.

On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.

I support this as well.
Layout by RanAS, modified by yours truly.

Originally posted by Darkbloom
Or is the "hurt the player" field going through the whole 16x16 tile? I hope that makes sense.

 Teyla probably wants it to hurt the player only when landing on it. If the hurt field should go through the whole block, you could use a normal passable hurt block with a different act as setting.

YY-CHR > Photoshop.
How about this:

$0072 is updated after the block code runs, so Mario is hurt 1 frame late, but this delay is barely noticeable.

Edit: Adding BodyInside: fixes a bug where Mario doesn't get hurt on the left edge of a 1AA. But it still hurts Mario too early when Mario rides a platform above the slope.
I haven't tested it out, but the code should probably run in BodyInside.

YY-CHR > Photoshop.
I made a level UberASM to do this:

I think an UberASM is preferable since the $13E1 value ("What kind of slope the player is on") is not available in block asms.
If this is still wanted I could do this, but just to confirm you do want the slope to hurt mario when used/on?
Not gonna fulfill the request by any means; I'm just here to provide a base I had for removing tileset specific crap from slopes which may (or not) be useful Link.

It's a (maybe full?) disassembly of the slope code with some adaptations. Good enough for making player-hurt slopes. The file comes with a example block inside.

Images with context behind the files (from SnesLab): [1] [2]

Slope assist tiles aren't required as those aren't handled by this code.

The routines have the Slope Pass Glitch Fix 2.1 patch baked into the code, but you should be able to figure out which code I added and be able to revert or make toggable the fix.

Nerd talk and other stuff I said regarding this resource can be found on the discord, #qldc-showoff, #qldc-no-regrets or whatever name they change it to. Link to message.
The important info is here anyway, so it's not very important what I said there.

There's barely any docs/comments on this, I have no clue how most of the code works and it's been a long time since I did this, which means I will not be able to provide assistance if anyone who takes on this decides to use what I did. Good luck!
I fully support upside down slopes, in fact, I also requested them a few days ago..
Your request has been automatically canceled and archived as it is older than 30 days and has not been claimed. More information on why this happens can be found here.

Please feel free to re-request it again by making a new thread, or request something else.
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