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Changing the AutoWalk sprite to an AutoRun sprite...please help
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Changing the AutoWalk sprite to an AutoRun sprite...please help
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Hi,

Some time ago here, I noticed that Baphomet Junior made an Automatic Walk sprite, and subsequently followed it up with an Automatic Running sprite, except for the part where the Automatic Running Sprite was deleted from the custom sprites section, due to it being an edit of the Automatic Running sprite.

Anyway, I wish to re-create the Automatic Running sprite for my first volcano level, Volcanic Panic, to go along with this partially animated background I'm using from the game Prehistorik Man, can anyone tell me where in the asm file of the Automatic Walk sprite I go to in order to make it cause the player to be running at max speed (while still being able to jump; I remember there used to be an Automatic Super Running sprite that I believe made jumping hard, or impossible) when you get to whatever screen the sprite is placed on, please?

Thanks in advance.
The Automatic Walking Sprite is basically 2 lines of code

LDA #$12
STA $007B


basically change the #$12 to how fast you want mario to walk/run. #$47-#$49 is marios normal running speed
I change my layout every 4-5 months
Thanks, I tried $48 first, but found the player couldn't jump very well at all.

But then I tried $36, this setting works pretty good, except that there are some unusual effects when the player bumps into certain things, bumping into turn blocks seems to cause them to rotate, as if they were hit from below. Running into a solid wall can kill the player (I was hoping that if they touched a wall, they would still be stuck running against it).

Unless there is a better setting anyone here knows that I can use that allows the player to run fast (fast enough for them to be able to fly if they had a cape; except this level I'm working on is a hard endurance test that disallows having fireballs or a cape, and may also disallow spin jumping too), I suppose I'll be keeping the speed setting at $36.

Just to clear it up: Mario's full running speed is 47-49 in decimal.
That means it's 2F-31 in hex.
If you want him to use the running speed when he doesn't have full momentum (Before he goes into full-run speed more), his speed is 35-37 in decimal, (23-25 in hex.)
So basically, if you want mario to have the full running speed, try setting his speed to #$30, and #$24 for the normal running speed.

Words.
[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
Alright, thanks for the help guys.

I'm thinking having a speed of $30 will suffice for this level's theme.

But being as the player can still lose a life if they run into a solid wall, I'll have to go around that.

Uh, just curious, but does using the automatic running sprite make it impossible for the player to pick up carryable sprites, such as shells, throw blocks, springboards, or P-Switches?
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Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Changing the AutoWalk sprite to an AutoRun sprite...please help

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