Name: | Relative Layer 2 Vertical Rise/Fall |
Author: | Koopster |
Added: | |
Type: | Level |
Includes GFX: | No |
Includes Hijack: | No |
Featured: | No |
Description: | This code auto-scrolls level (or background) layer 2 up or down relative to layer 1, which makes rising and falling layer 2 sections possible without taking away vertical camera freedom. A couple notes: -You must set Layer 2 V-Scroll in Lunar Magic to "None", and H-Scroll preferably to "Constant". -It must be assured that the player can never reach layer 2 scrolled past the area that has been placed in Lunar Magic, or glitchy tiles will appear. This works for the applications shown in the screenshots, as the layer 2 itself impedes the player from going further down (for the lava) or up (for the blocks). For rising layer 2, it is of interest to also account for Mario's death animation, as he falls down a fair amount when dying (the .asm file talks about this in more detail). |
Tags: | autoscroll fall layer 2 lorom rise sa-1 |
Comments: | 20 (jump to comments) |
Rating: |
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1.22 KiB | 611 downloads
Comments (20)
The hotfix for that is to comment out the LDA $89, and change the ORA in the next line to an LDA. I'll formally submit an update sometime in the future to address this.
if i die and the second layer (lava) is above the spawn point, i get killed again. even though the layer2 got resetted correctly.
ok, I understand, thank you anyway
yes, I tried vertical layer 2 interact level horizontal layer 2 level with interaction, changing some stuff......my guess is that it interferes with something different, maybe the vscrollreprogrammed? https://www.smwcentral.net/?p=section&a=details&id=19676
• Lunar Magic 3.20
• SA-1 Pack v1.32
• UberASM Tool 1.4
• Snes9x v1.60
There was an issue where layer 2 would keep scrolling up/down during the level end walk, and if it pushed Mario above the screen during the circle fade, could either corrupt the palette, or worst case, hardlock the game. The fix was as simple as adding a single line though, so I added it. Everything else works as intended, so, accepted.
This is a very nice mechanic and definitely seems like the most "logical" movement for autoscrolling layer 2 - I remember when I was learning Lunar Magic, I spent a lot of time trying to create this very effect before realizing it didn't exist in LM.
Perhaps in a future update it could be further improved to include different relative scrolling patterns, such as an oscillating/sinusoidal movement, or maybe even a smash-like movement, but it's still very good as-is.
Yes, the first screenshot is in fact one.
Ah, awesome! I have one more question about this code though; if layer 2 was a solid floor, and was rising up (like in the DKC2 level Castle Crush), would Mario be able to outrun layer 2, or would it eventually catch up to him if he got far enough ahead of it and stood still?
Yes, the first screenshot is in fact one.