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a better slippery block for the ice levels with a 100% bug fix (i think)
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - a better slippery block for the ice levels with a 100% bug fix (i think)
Pages: « 1 »
I have a gift for you all:
perfect slippery block

Unlike Ersanio's this one has fix every bug with his block(s) making the whole level entirely slippery.

fixes:
*If mario gets off the block other than jumping off or not touching the corners of the block, the level will remain slippery. And its noticeable that if mairo stands on top of two blocks (one slippery and one not), the corner won't run the code and level remain slippery if a block has been placed like this:
Code
 
 \/  ;stands about right here
SSNN ;block row

S = slippery
N = normal
That if mairo walks from the ice block to the normal block, the corners will fail to work and the normal tiles are slippery.


*the glitch also happens of the icy melting block from fireball programmed to be slippery, but if mario stands on it and shoots a fireball at it, mario won't trigger the "slippery off" code as the block disappear.

I also included an icy melting block (with the fix) with it.
It also save even more space than imamelia's slippery block

(I believe that there is 100% bug fixes in this block.)

--------------------
Give thanks to RPG hacker for working on Asar.

I'll have to take a look at this. It looks like it requires a bit more coding on the uberasm side (don't recall the old on needing anything for that, though I could be wrong). Thank you for the update. ^_^
Layout by LDA during C3.
I almost forgot: In the level Crystalline Citadel in world 7, since there are lot of different ice floors tiles, you might gunna change almost all ice tiles to behave like the custom block (because if mairo is not touching the custom blocks, the level will have friction because the code forces the level to have friction). There should be two different behaving blocks, cement block or ledge using the same custom block code. For example:

ledge is block number 500 and cement block is 501. If there is a same ledge with different GFX, it should behave 500 (a ledge again) or if its a solid block on all sides, it behaves 501 (a cement block again). This is useful to save extra space in the rom.

--------------------
Give thanks to RPG hacker for working on Asar.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Imamelia did make LevelASM code that allowed tiles to be slippery on contact on a per-level basis, with no blocks necessary.

Using blocks most likely conserves more space, though.

Pages: « 1 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - a better slippery block for the ice levels with a 100% bug fix (i think)

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