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Quicksand blocks [Easy fix]
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Quicksand blocks [Easy fix]
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Okay, so I've downloaded Sonikku's quicksand blocks, (found here) and I've come across an error. Now, it's supposed to slowly sink the player and sprites in, apply slow movement, and limit the player's jump, but I'm not seeing that (except slow movement on QuicksandPit).
Perhaps this is just an issue with my hack?
Here is QuicksandNorm.asm. Both codes are at their default settings.
Code
db $42
JMP Main : JMP Main : JMP Main : JMP SpriteMain : JMP SpriteMain : JMP Return : JMP Return
JMP Main : JMP Return : JMP Return

!Power = $18
!SpriteSink = $04

Main:
LDA #$01	;
STA $1471	;What type of platform Mario is on.
LDA $7D		;Load Mario's Y-Speed
CLC		;
ADC #!Power	;Load how powerful Mario's jump is.
STA $7D		;Store Mario's Y-Speed
RTL		;Return
SpriteMain:
LDA #!SpriteSink	;How fast sprites sink.
STA $AA,x	;Set sinking effect for sprites.
LDA $B6,x
BEQ Return
BMI IsNegative
DEC $B6,x
BRA Return

IsNegative:
INC $B6,x

Return:
RTL		;Return

And here's the other one.
Code
db $42
JMP Main : JMP Main : JMP Main : JMP SpriteMain : JMP SpriteMain : JMP Return : JMP Return
JMP Main : JMP Return : JMP Return

!Power = $18
!SpriteSink = $04

Main:
LDA #$01	;
STA $1471	;What type of platform Mario is on.
LDA $7D		;Load Mario's Y-Speed
CLC		;
ADC #!Power	;Load how powerful Mario's jump is.
STA $7D		;Store Mario's Y-Speed
STZ $7B		;Prevent Mario from walking fast/running.
RTL		;Return
SpriteMain:
LDA #!SpriteSink	;How fast sprites sink.
STA $AA,x	;Set sinking effect for sprites.
STZ $B6,x
Return:
RTL		;Return

Here is a fixed IPS/Video.
Looks like your quicksand blocks act like tile 130 (couldn't check myself because your ips link brings me to the blocks themselves). Make sure to make them act like tile 25 instead, and they should work like intended.
Originally posted by Lui37
Looks like your quicksand blocks act like tile 130 (couldn't check myself because your ips link brings me to the blocks themselves). Make sure to make them act like tile 25 instead, and they should work like intended.

*Facepalm*
Oh, yeah, forgot about that.
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