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05-16-24 07:48 AM
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Acmlm's Board - I3 Archive - The Pit of Despair - what's up with the animated hurt blocks? New poll | | Thread closed
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ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6410 days
Last view: 6410 days
Posted on 12-09-05 10:01 AM Link
when i hit them from below, they'll turn into a block with wings or other garbage:

Before everyone asks, i made the blocks behave like block 25 (blank tile)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6297 days
Last view: 6296 days
Posted on 12-09-05 12:35 PM Link
I noticed this some time ago,just don't put the block 1 square above the ground
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6410 days
Last view: 6410 days
Posted on 12-09-05 12:58 PM Link
hmm this doesn't work
Koneko

Plasma Whisp








Since: 11-17-05
From: Tartarus. We get faster internet than you.

Last post: 6297 days
Last view: 6296 days
Skype
Posted on 12-09-05 06:46 PM Link
This can happen with any animated tile, even the ones Nintendo used. I've had plenty of levels where the water tops turn into ? blocks... In general, if you decrease the number of animated tiles in the level, the glitch should go away. I don't know what causes it, but that's always worked for me.

When I ran into it I was making a level almost entirely out of animated appearing / disappearing blocks. That really, really, really doesn't work.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6296 days
Last view: 6296 days
Posted on 12-10-05 05:23 AM Link
I've encountered that problem once. It's...very odd.

I think we need to dissect the "Mario hurt" routine and see exactly what it does. I have a feeling it's replacing either Y or $1693, which control the block's "acts like" setting...

[edit]
Well, that was easy. Just apply this tiny patch to your ROM:

hurtfix.ips

Technical explanation: the original code loads Y with the appropriate "hurt" sound effect (either 04 or 0F, depending on whether Mario is gliding or not) and stores it to $1DF9. Unfortunately, Y also holds the high byte of the current block's "acts like" setting, so changing it to anything other than 00 causes the block to act like #125, which is the key/wings/balloon/shell block. All the patch does is change two LDY/STY operations to LDA/STA, thus preserving Y. I have no idea why Nintendo used Y instead of A for this routine, since A is always modified after the sound effect number is loaded anyway...


(edited by BMF54123 on 12-10-05 04:28 AM)
(edited by BMF54123 on 12-10-05 05:22 AM)
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6298 days
Last view: 6296 days
Posted on 12-10-05 05:30 AM Link
Another weird oddity I noticed in some hacks is that underwater levels, autoscroll and munchers (usually in the form of the Jellyfish from SMB3) do not mix. Usually, it'll be fine if you happen to touch one. But if you approach one from the right (wrong?) angle, Mario's graphics will spaz out for a few seconds while he shrinks. It is harmless to gameplay, but it sure looks strange.


(edited by asdf on 12-10-05 04:30 AM)
(edited by asdf on 12-10-05 04:31 AM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6296 days
Last view: 6296 days
Posted on 12-10-05 06:25 AM Link
Originally posted by asdf
Another weird oddity I noticed in some hacks is that underwater levels, autoscroll and munchers (usually in the form of the Jellyfish from SMB3) do not mix. Usually, it'll be fine if you happen to touch one. But if you approach one from the right (wrong?) angle, Mario's graphics will spaz out for a few seconds while he shrinks. It is harmless to gameplay, but it sure looks strange.
I noticed that one, too. The two problems could very well be related...all sorts of weird stuff can happen if you don't preserve registers like you're supposed to.

Anyway, see my previous post for the fix.
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6410 days
Last view: 6410 days
Posted on 12-10-05 06:49 AM Link
thanks BMF, now it works
spel werdz rite









Since: 11-19-05

Last post: 6297 days
Last view: 6296 days
Posted on 12-14-05 05:52 PM Link
Another good idea is to change the "block acts like" setting to 48, the always turning block. It retains the "passable" properties, and it won't glitch. I tested it and it works, I discovered this little flaw when I made my powerup related hurt/kill blocks.
bbird

Goomba


 





Since: 01-15-06
From: ny

Last post: 6686 days
Last view: 6686 days
Posted on 01-18-06 04:43 AM Link
off topic: sorry to bump an old thread but the hack above looks so awesome!!!!!!!
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6296 days
Last view: 6296 days
Posted on 01-18-06 06:08 AM Link
That was hardly a good enough reason to bump this thread over a month.
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Acmlm's Board - I3 Archive - The Pit of Despair - what's up with the animated hurt blocks? | Thread closed


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