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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Pipe Sound [Custom Block Request] | | | |
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Atma X Bandit Level: 43 Posts: 91/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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(For the ground in my Tilte screen) I need a block that will (it neeeds to start out using animation frame # 16 for the default gfx, before Mario touches it) play animations 1-8 when stepped on, and stays at frame 8 if Mario continues to stay on that block. Then when he steps off, it'll play animations 9-16, and stay at frame 16 until Mario steps on the block again. |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 290/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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I don't think that's really possible with the given animation system. You could change Map16 instead but you still can't run code when Mario's not touching the block. Unless... When both Mario and a sprite are touching, which fires first? You could put an invisible stationary sprite on top of it, then code the Mario hit to do what you want and set some flag in RAM, and code the sprite hit to run the if-not-touched code if the flag isn't set (which would mean Mario touched it) and clear the flag. But this'll only work if Mario hits come before sprite hits (and you can find such a sprite). |
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