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Skewers layer 2 smash

i just want make a level with skewers moves on every screen, is there a way to do it? some screens will not move or glitching while pass, i'm inexperienced with ASM but i think if i make a new layer 2 smash is ASM required.

Sorry for my bad english
You want see my hack i am currently working on? i just recently began.


Actually, what you want is possible with a command already present in SMW: you see, try and insert a Layer 2 Scroll 4 command at the very top; you should see the the text Layer 2 Scroll Range 06. Now, move it one tile down. You should see Layer 2 Scroll Smash Range 11, which causes Layer 2 to smash constantly at every screen.





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Thanks for u reply
You want see my hack i am currently working on? i just recently began.
Actually, the "Smash Range 11" variant of the Layer 2 Scroll sprite isn't intended to be used. The sprite gets data from the tables at $05CA48 and $05CA52 to determine which scroll subtype to use, but these tables are only 10 bytes long and therefore only have enough entries for 5 indexes, so anything beyond that pulls garbage data. Normally, the sprite clears the Layer 1 scroll sprite number and subtype ($143E and $1440) and keeps the same values for the Layer 2 scroll sprite number and subtype ($143F and $1441), but indexes beyond 04 may change one or both of those. The Smash Range 11 sprite uses index 07, which causes the Layer 2 scroll sprite number to be set to 02 and its subtype to be set to 01 (both variables for Layer 1 are still set to 00). Normally, this would be the second variant of the Layer 2 Smash sprite, but that sprite also changes $1440 and $1441 during its init routine and uses them to index tables, setting the former to a multiple of #$0C and the latter to #$05, and later, using those to determine the scrolling range and speed by indexing a table consisting of 6 2-byte values that correspond to screen positions and delinate different behavior zones (which is how it makes the smashing behave differently on different screens). The Layer 2 Scroll sprite doesn't run this code, which results in $1440 being 00 and $1441 being 01, meaning that it uses the data from the first variant of the smash sprite (Layer 2 Smash-1) but only loops through the screen boundary checking routine once instead of 5 times, so it always uses the first set of data instead of changing as you move between screens.

tl;dr: The Layer 2 Scroll Smash Range 11 sprite actually pulls garbage data and acts like the Layer 2 Smash-1 sprite does on the first few screens.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
i have only layer 2 scroll range 5 6 and 8 but not 11, i mean like mayer 2 smash 1 moving on all layers.
You want see my hack i am currently working on? i just recently began.


Originally posted by Supermariofreak -SMF
i have only layer 2 scroll range 5 6 and 8 but not 11, i mean like mayer 2 smash 1 moving on all layers.


Adding up the things imamelia and I said... you put the layer 2 scroll range 6, but then you move it one tile down. You should have the sprite translating to "Layer 2 Smash Range 11".





Dream team (feed them, please):






i already found it, thanks for comment by the way.
You want see my hack i am currently working on? i just recently began.