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Acmlm's Board - I3 Archive - The Pit of Despair - Invisible solid block sprite. | New poll | | Thread closed |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6480 days Last view: 6466 days |
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Who the heck uses it? Only place I've seen it used in the actual game is the corner in a switch palace because of how the Map16 is set up. If you wanted an invisible block you can just use the 8x8 tile F8 for all 4 corners and set it to tile 130 in the Map16, which would be good as it does the same thing as the sprite.
Maybe we have something to edit now in MWR? The sprite number is 6D, which is in the safe zone... :O |
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SecretGlitch Red Paragoomba Since: 01-14-06 From: Nowhere Land Last post: 6513 days Last view: 6499 days |
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Another reason for it is that sprites can go through it, mario can't. I'm using it in my hack, it can be very useful. | |||
Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6465 days Last view: 6465 days |
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I use it because enemies can go through it... Also, I believe that it is briefly placed on top of where you hit a coin block as it also places a bouncing coin block sprite, both of which disappear shortly thereafter, in order to keep you from passing through the top of it. Or something. (edited by Alastor the Stylish on 01-30-06 08:32 PM) |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6480 days Last view: 6466 days |
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Originally posted by Alastor the Stylish =O Oooohhh... |
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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 Alastor the StylishNope, that's actually a solid Map16 tile, placed by the bouncing block sprite. I discovered this thanks to an exceedingly rare glitch that causes the bouncing block sprite to disappear prematurely. As for the switch palace corner tile, it seems to have been a last-minute addition to the game, and a very sloppy one at that. It's the very last object in the Extended Objects list (grouped with the vertical level-compatible slopes, also a sloppy fix), its bottom-right 8x8 tile is separate from the others, and it's crammed in with the tileset-specific ledge tiles (so it acts like a ledge). My guess is the switch rooms used to be rectangular, but were later deemed too boring. Or something. Personally, I don't use the invisible block because it DOES count as a sprite, and might disappear if you bring too many enemies on-screen. Mario-only custom blocks are a much better solution. |
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Techokami Porcupo Since: 12-03-05 From: Mass-uh-chew-sits USofA Last post: 6480 days Last view: 6466 days |
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Okay BMF, then tell me this: is it or is it not safe to edit that sprite? | |||
182077607309.34 + Red Cheep-cheep Since: 11-22-05 From: Atlantis. All your base are belong to us. Last post: 6497 days Last view: 6490 days |
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Sprites can pass though it? Nonsense!
*tries it* What the heck? I used to put a koopa shell on top of one and it’d just stay there in the level, but now it falls though. And if your’re wondering, that Map16 tile is 153. Never even noticed it until BMF pointed it out before. |
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Juggling Joker Ninji SMW Mod Merry Christmas! Since: 11-18-05 Last post: 6493 days Last view: 6465 days |
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Originally posted by BMF54123Not if you want a vine to pass through the blocked off area and still restrict Mario's access, or any other similar situation. |
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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 TechokamiI don't know, you'll just have to try it and see for yourself. Technically, it's not "safe" to edit the ASM pointer of any sprite, since the game uses more than just the pointer to determine certain aspects of a sprite's behavior... |
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