|File Name||foreground/background interacting blocks|
|Submitted:||2014-07-20 06:29:04 PM by GreenHammerBro|
|Act As:||see ASM file|
|Description:||Inspired from Kirby's Epic Yarn.|
These blocks will act like 25 (nothing), 100 (a ledge) or 130 (a cement block) depending if mario is in the foreground or background. I included a "door" so mario can alternate between layers (if mairo is fire or cape, he will lose his powerup until he goes back to the foreground using freeram due to some glitches with mario's powerup).
Note that most sprite won't interact with mario when he's in the background.
So, first of, I'd like to say that these are some fine blocks you made there. Simple and yet working.
I don't really like the thing with the power ups but I guess there isn't really much you can do about that. And since you remove the power ups. As a sort of bug-prevention, I guess it's alright. You also hinted at it in the readme and all.
So, why am I removing this than you ask?
Have a look at this image
. And see if you can figure it out yourself.
If you can't here's a hint:
There are only two different lines in those files... and both are comments
Yeah, there is no reason to do that whatsoever, seeing as I can just insert the same block twice and give it a different act like setting each time.
While not exactly the same, the problem applies for the background asm's (@Alcaro, inproper use of ' I know, but it looks better anyway) too. For the background versions, you have them both act like 025 and in the asm change their act like setting to either 100 or 130... if you just invert it (replace the BEQ with BNE) then you can merge them into one code, giving the different act like settings, and in the code make them act like 025.
Now for Yoshi... he's kinda the troublemaker here. I can still mount him even if I'm behind the layer. You should look for ways to disable that as it looks stupid
I see that you tried to use $1419 to work around with Yoshi, but setting that address just makes it worse. He only faces the screen and his toung is invisible (given that this is stated in the description of the RAM address, it shouldn't come as a surprise)
Lastly, Mario always having higher priority than other sprites, while still being behind the layer, while other sprites still being in fron of the layer is kinda a brain breakdown. see?
I admit, that I too have no (easy) idea on how to fix this and I don't really care all too much if you can't fix it (given that there is no harm), but if you can fix it... would be awesome
Did I say lastly? Yeah, that was ASM wise ^^. The .map16 file you included isn't flawless either. For one, tile 509 is set to act like 130. No big thing but if I insert a map16 I expect things to work already.
Second, please extract only the selected part of the map16 and not the whole thing. I don't want to overwrite my entirey map16 just to insert the blocks.
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