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Problem with Purple Triangles



You know how purple triangles will normally make shells go flying if one is kicked at it? Well, for some reason, its not working in my hack. The shell just rides over the triangle like a slope. How do I fix this?

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Does the tile below the triangle act like tile 1EB?


 


Yes. Nothing is on top of the tile either.

Also, if it helps, I have inserted custom music and blocks.

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Originally posted by Kaizoman666
Yes. Nothing is on top of the tile either.

Also, if it helps, I have inserted custom music and blocks.


Try putting the one from extended objects in. It may work then.
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Triangles have always acted like slopes to me.


EDIT: Just tested it. Yes triangles do make it go higher than a 45 degree slope. There's no reasonable way it wouldn't work for you unless you're using the wrong blocks/acts like settings. ROM corruption is possible but extraordinarily unlikely.


Originally posted by Magmar
Originally posted by Kaizoman666
Yes. Nothing is on top of the tile either.

Also, if it helps, I have inserted custom music and blocks.


Try putting the one from extended objects in. It may work then.

Originally posted by Kaijyuu
Triangles have always acted like slopes to me.


EDIT: Just tested it. Yes triangles do make it go higher than a 45 degree slope. There's no reasonable way it wouldn't work for you unless you're using the wrong blocks/acts like settings. ROM corruption is possible but extraordinarily unlikely.

I haven't edited the blocks, and all it does is make the shell go over the triangle like a slope. It doesn't make it fly off the end.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Is there a wall next to the triangle? If not, it will act like a slope.
Just to be sure, check what the triangle tiles act like. The left facing triangle should act like 1B4, and the right facing one should act like 1B5.


Yes, there is a single cement block next to the triangle. Although I don't see how that would affect a shell (I'm not trying to make Mario run up a wall).

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Are you talking about an ordinary kicked shell, or a rainbow shell? My experience has been that rainbow shells will roll right over those triangles without getting launched into the air.

Perhaps a picture or something would help?


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From my experimentation if you use the Triangle from the map16 pages it doesn't work well at all. If you use the Triangle from the extended objects it works better but if you place a different object over the lower half (The little land piece which makes it work right) it tends to make things roll right over it. Also if shells are not kicked at full speed they seem to go over it as well. So it seems there is something wrong with the triangles causing shells to not fly off of them.


Originally posted by chainfire
Are you talking about an ordinary kicked shell, or a rainbow shell? My experience has been that rainbow shells will roll right over those triangles without getting launched into the air.

Perhaps a picture or something would help?


Its an ordinary green shell. Also, yes, I inserted it from the "Extended Objects" dropdown, and have not covered tile 1EB. Heres a picture of whats happening:


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Are you using the one from extended objects? if not then use it because the map16 triangle does not work...(I found that out the hard way...)
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Again, I didn't use the Map16 blocks. I used the Extended Object one (what is this, the third time I've said it?).

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Why dont you try placing a blue shelless koopa there to see if it can get it to hit the switch?


I tried putting a blue koopa there, but the shell still rolls right over the triangle.

Is there a rom address for the purple triangles I could try editing?

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out of curiosity have you tried removing the grey blocks to see what the shell does?


Yes, I have. Also, just found another problem: They don't work for Mario either! He turns like normal, but then when he reaches the wall, he falls right through it.

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Judging by the lack of background, this is a Layer 2 level, in which case the triangles don't work. They won't work if Layer 2 or 3 is interactive. There might be a fix for it deep in the ASM, but if there is, it hasn't been found yet.
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Ah, that would explain it. Thanks!

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