Recently, I installed GHB's Screen Scrolling Pipes into an SA-1 ROM. It works just fine, except for one thing: the blocks for changing the player's direction doesn't even work. The thing about my modifications is that I remapped the FreeRam so it doesn't conflict with used FreeRam in my ROM.
I did remap the RAM addresses for the UberASM code and the included Patch. I also changed the number of sprite slots on a certain routine to match that of the max sprite slots the SA-1 Patch allows. The tiles are mapped to map16 page $22.
I don't know if it's SA-1 compatibility. I should have everything converted.
Hacks:
Code
;~@sa1 <-- DO NOT REMOVE THIS LINE! ;this is the definition of labels for all blocks (so that you don't ;have to change the freeram on each block one-by-one). ;Note: changing this will not effect the uberasm code, so if you ;change this, you have to manually change the define settings on the ;uberasm also so that they match up. ;options------------------------------------------------------------------- !carryallowed = 1 ;>allow sprites being carried through pipes: ;0 = false, 1 = true ;freeram addresses, you can use long address also.------------------------- !FR_PipeDir = $3150 ;>[1 byte] this controls the directions within a pipe. !FR_PipeTmr = $3151 ;>[1 byte] for exiting and entering animations. !FR_EntrExtFlg = $3152 ;>[1 byte] use to determine if mario's entering or exiting. !FR_CarrySpr = $3153 ;>[1 byte] used for if mario enters a pipe while holding a sprite. !FR_BlkStatus = $3154 ;>[1 byte] So that blocks correctly know about mairo's blocked status. !FR_WlkAni = $3155 ;>[1 byte] used for walking animation for horizontal pipes.
I did remap the RAM addresses for the UberASM code and the included Patch. I also changed the number of sprite slots on a certain routine to match that of the max sprite slots the SA-1 Patch allows. The tiles are mapped to map16 page $22.
I don't know if it's SA-1 compatibility. I should have everything converted.
Hacks: