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"door + entering animation" by GreenHammerBro
Forum Index - Valley of Bowser - Moderation Questions - Blocks - "door + entering animation" by GreenHammerBro
Pages: « 1 » Link

File Namedoor + entering animation
Submitted:2014-07-20 06:38:42 PM by GreenHammerBro
Authors:GreenHammerBro
Act As:25
Includes GFX:Yes
Description:Tired of the same old pose and position whenever mario prior enters an exit-enabled door, well, this one is an improvement:

-entering a door causes mario to change his pose so it looks better (actually looks like he's entering a door)
-When entering them, they will center mario to the middle of the door, this would fix the screen boundry problem if placed next to them
-Now includes a "double-door", this fixes the problem with original smw's door being placed side-by side (or a big door composed with two tiles behaving 0x20) that if mario stands between these two tiles, doesn't count as entering them (the "able to enter a door" range is narrow than the "inside" of BTSD)

Requires Uberasm to switch pose.


Originally posted by dooranimation.asm
put this in gamemode_code.asm in "gamemode_14:"

Doesn't seem to work. level_code.asm works though

Code
LDA #$44	;|
STA $13E0	;|


#$44 will make Mario face away from the screen as super Mario (always big) use #$25 instead.

Aside from that, blocks seem to work fine. On a personal note, I think you could add a check on the double door, so that Mario has to stay more centered. It looks kinda weird if he gets warped all the way to the center of the door like that. Won't reject it over that though.

EDIT: Forgot to mention:

Code
ORA $1470


this is semi useless because it isn't set while turning around. Check the RAM map for further info on how to prevent this.

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Forum Index - Valley of Bowser - Moderation Questions - Blocks - "door + entering animation" by GreenHammerBro

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