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Custom Layer 2 Rise/Sink by Erik557
Forum Index - Valley of Bowser - Moderation Questions - UberASM - Custom Layer 2 Rise/Sink by Erik557
Pages: « 1 »
File Name: Custom Layer 2 Rise/Sink
Submitted: 2016-10-05 01:07:56 PM by Css :^)
Authors: Css :^)
Type:
Includes GFX: No
Includes Hijack: No
Featured: No
Description: This allows you to create simple layer 2 rise/sink commands. No credit needed. Everything you need to know is in the ASM file.
This mostly works fine. However, the submission has the tag "SA-1", and appears to be designed for use with SA-1, but does not work with SA-1. In my testing, the layer rise/sink triggers immediately, whether Mario is on layer 2 or not. This is because of this code here:

Code
       LDA $13EF            ;\ if not touching, return
       CMP #02              ; |


The other code uses |!addr for SA-1 compatibilty, but this load does not, and that causes the code to not work correctly. Fix that and this can be accepted.

Also, this is not a removal reason, but it might be nice if, instead of using powers of 2 - 1 for valid values, you would use the division registers so the user could use any number there. So, instead of:
Code
        LDA $14              ;\ return every certain frames
       AND #!Speed          ; |
       BNE .Return          ;/

you could have something like:
Code
    lda #$00
    sta $4205
    lda $14
    sta $4204
    lda.b #!speed
    sta $4206
    nop #12
    lda $4216
    bne .return


Apply that change if you like, I can accept it either way. Just the first thing is actually required.
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - UberASM - Custom Layer 2 Rise/Sink by Erik557

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