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GreenHammerBro's SMB3 screen scrolling pipes 3.2.6 by GreenHammerBro
Forum Index - Valley of Bowser - Moderation Questions - Blocks - GreenHammerBro's SMB3 screen scrolling pipes 3.2.6 by GreenHammerBro
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File Name: GreenHammerBro's SMB3 screen scrolling pipes 3.2.6
Submitted: by GreenHammerBro
Obsoletes: GreenHammerBro's SMB3 screen scrolling pipes 3.2.1
Authors: GreenHammerBro
Act As: 130
Includes GFX: Yes
Description: FuSoYa's pipes patch wasn't compatible with the new block tool inserter, Gopher Popcorn Stew, so I uploaded my own.

These pipes, when entered, will cause mario to travel through pipes within the same level rather than refreshing the screen, useful for maze levels for those who refuses to use screen exits (which is a pain).

Whats best is that:

-unlike wiiqwertyuiop's, this centers the player correctly and is impossible to make the pipes play a “pipe sfx” multiple times for entering/exitng the pipe.

-there are several (more like countless) bugs in mikeyK's pipes (outdated) ranging from passable corners, to horizontal pipe caps that you can enter randomly not working should there be a level time limit, all the way to ceiling slopes teleporting mario (or killing him based on y position).

-now there are pipe turn-corners for mini pipes!!

-the best thing ever about this is that GPS has a “block to insert” list, due to having multiple blocks in this package, It made it easier for inserting all the block at once just by copying whats in pipe_tiles_list.asm and pasting it in list.txt. THANK GOD that was faster than tedious editing whats in “edit block database” of BTSD and that BTSD insert the blocks one by one at a time.

I couldn't fit the description in the print command (they are often long; they would overwrite descriptions of other blocks), but I made an image so its easier to understand.

see the readme for details.

Notes:
-If there are at least 2 sprites on screen, and mairo enters a pipe, mario will partially disappear as he enters a pipe, you should download the "no more sprite tiles limit" to prevent that.

-If you have a low-gravity generator that DEC $7E:007D (mario's Y speed), make sure that you add a check that if $7E:009D or a ram address for "!pipe_dir" is a non-zero, then skip/return, because mario will then rise up slowly while traveling through horizontal pipes.

-If you have converted ram address (and modify the GPS tool) to be compatable with sa-1, you also have to convert the "sprite slot loop" to use 22 slots. Because SA-1 has updated the number of slots from 12 to 22, otherwise yoshi glitches up.

Be careful not to use them in layer 3 tides, mario's x/y speed is still effected by the tide even when in pipes.
Screenshots: