Language…
10 users online:  AmperSam,  Anorakun, CroNo, h.carrell, Mr. MS, mtheordinarygamer, NewPointless, Null42,  Tahixham,  Telinc1 - Guests: 298 - Bots: 326
Users: 64,795 (2,373 active)
Latest user: mathew

Disable Tile Priority on Death

CompleteASM

Name: Disable Tile Priority on Death
Type: Patch
Description: A patch that tweaks Mario's OAM settings so that if he loses a life, he always goes in front of specified map16 tiles, even if those map16 tiles have priority enabled.

Thanks in advance.
Changing tile priorities on death would be much too confusing; it's better to change Mario's priority.

Also it would be nice if the enemies also change their priority when they die and fall offscreen.


YY-CHR > Photoshop.
Looks easy enough, I'll claim this.
Are you going to take into consideration my post as well?


YY-CHR > Photoshop.
Originally posted by BlueToad
Are you going to take into consideration my post as well?

While I can see it, that is significantly more work because half of SMW's sprites use their own graphics routine. In fact, I can see this better as a separate patch than coupling it with this request.
Question: Should Mario always go above the foreground or only above certain tiles? Because the latter is just impossible on the SNES (without changing the tiles priority and I'm not going to do that), priority is all or nothing.
Originally posted by MarioFanGamer
Question: Should Mario always go above the foreground or only above certain tiles? Because the latter is just impossible on the SNES (without changing the tiles priority and I'm not going to do that), priority is all or nothing.


I'd prefer he always go above the foreground (I realized that option would be easier anyway, so I'm sticking with it). Now, being as the castle and cave lava tiles are the only tiles with priority on by default (to my knowledge), would making them the only exceptions to the patch be much easier than only making Mario go above certain tiles? I wasn't planning on wanting too many tiles to have Mario always go above them anyway, but if possible, I'd still like the patch to not affect the lava tiles, please.
As has been said, priority is all or nothing, so you can't have per-tile exceptions easy like that. What you could ask for is a per-level toggle, so Mario doesn't go above tiles in levels where you might be using lava.
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
What you could ask for is a per-level toggle, so Mario doesn't go above tiles in levels where you might be using lava.

If so, it would be more fit for a UberASM.


YY-CHR > Photoshop.
Okay, let's make a compromise: I have submitted the base patch to the section but I also post you a modification which allows you to toggle the patch with freeRAM:
Code
!FallingPriority = 0	; If set to 1: Only give Mario priority if he's falling in the death animation

!freeRAM = $1879|!addr

lorom

if read1($00FFD5) == $23
	sa1rom
	!addr = $6000
	!bank = $000000
else
	!addr = $0000
	!bank = $800000
endif

org $00E3CA
autoclean JML DoMagic

freedata

DoMagic:
	LDY $E2B2,x
	LDX !freeRAM
	BEQ +
	LDX $71
	CPX #$09
	BNE +
	if !FallingPriority
		LDX $7D
		BMI +
	endif
	LDA #$30
	STZ $13F9|!addr
+	LDX $76
	ORA $E18C,x
JML $00E3CF|!bank
Fair enough, thank you MarioFanGamer. The per-level toggle slipped my mind yesterday, so I'm glad it's an option too.

CompleteASM