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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 Panser Since: 11-19-05 From: Germany Last post: 6579 days Last view: 6579 days |
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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) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6465 days Last view: 6465 days |
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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: 6579 days Last view: 6579 days |
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hmm this doesn't work | |||
Koneko Plasma Whisp Since: 11-17-05 From: Tartarus. We get faster internet than you. Last post: 6466 days Last view: 6465 days |
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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. |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6465 days Last view: 6465 days |
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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) |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6467 days Last view: 6465 days |
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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) |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6465 days Last view: 6465 days |
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Originally posted by asdfI 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. |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6579 days Last view: 6579 days |
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thanks BMF, now it works | |||
spel werdz rite Since: 11-19-05 Last post: 6466 days Last view: 6465 days |
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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: 6855 days Last view: 6855 days |
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off topic: sorry to bump an old thread but the hack above looks so awesome!!!!!!! | |||
BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6465 days Last view: 6465 days |
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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 |