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Proximity Wraparound fix 2.0

SMW Patches → Proximity Wraparound fix 2.0

Submission Details

Name: Proximity Wraparound fix 2.0
Authors: HammerBrother, JackTheSpades, RussianMan
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: Yes
Featured: No
Description: This patch fixes various sprites using the horizontal and vertical proximity check that wraps around the border of the screen. It includes:

- Thwomps
- Falling spike
- Yoshi egg
- Chargin Chuck
- Splittin Chuck
- Bouncin Chuck
- Whistlin Chuck
- Rip van fish
- Upside down Piranha plant and its classic.
- Jumping Piranha plant
- Exploding block
- Swooper Bat
NEW - Ledge & Ground Dwelling Monty Moles

2.0 fix: Vitor Vilela reported a flaw that several stuff that are meant to load in 8-bit mode were in 16-bit, due to the routine exits out in 16-bit A but forgot to set it back to 8. That is now fixed.
Tags: lorom proximity sa-1
Comments: 15 (jump to comments)
Download 3.44 KiB | 305 downloads

Screenshots

Comments (15)

Ice Man Link
Would it be possible to also add this to the Diagonal Thwomps hosted here?
HammerBrother Author Link
You may have to edit the custom sprite, if it uses its own proximity routine that only reads the low byte coordinates.
yogui Link
Using this patch in my ROM (that is Sa-1) introduced a glitch:
Pitchin' Chucks when spawned at the start of a sublevel face the other direction (except their heads):

I don't know if the Sprite Initial Facing Fix patch can correct this as this one crash my game.
Good thing I know ASM, so I restored my game to before I applied the patch and modified it to only change the sprites that mattered to me (thwomps and moles, I don't care fixing the proximity error for the others). But those who use this patch beware.
Or maybe this error will only happens to me. orz
Vitor Vilela Link
Wow, I completely forgot to add the patch update to SMW Widescreen, will make sure to include it for the next version.

Worka as intended.
Vellidragon From older version: Proximity Wraparound fix Link
MAJOR BUG: This patch causes Bouncin' Chucks to make shell-less koopas near them constantly turn to the right (to the point they will wiggle through solid objects/sprites!) while the Chuck is idle. It's easily and consistently reproducible and a big problem because these are standard sprites.

Tested on an SA-1 rom with no other patches applied, so it's definitely this patch doing it.
 Maarfy From older version: Proximity Wraparound fix Link
Fixed a small oversight that caused jumping Piranha Plants to always jump regardless of player proximity. Also added FastROM mirrors and removed a handful of redundant org commands for improved readability/Hijack Map alignment.

It simultaneously does and does not amaze me that this is a problem that even needs fixing. Either way, this patch does the trick, making proximity-based enemies behave a great deal more consistently (especially Rip Van Fish, what with the extra dimension of movement provided by water levels). If there’s ever another update to this patch in the future, it would be neat if all of the constant proximity values would be converted into defines - this patch would then be especially easy to use as an enemy proximity detection range changer.
 RussianMan Author From older version: Proximity Wraparound fix Link
Added changelog so you know what's changed in new versions (though you can already see what from description).
Mogu94 From older version: Proximity Wraparound fix Link
Ground-Dwelling Monty Moles have this issue and aren't fixed by this patch. Ran into this while designing a level just now.

Decided to check the other Monty Mole enemy as well, it also has this same issue.
 Major Flare From older version: Proximity Wraparound fix Link
Worked fine. Tested in horizontal levels (normal and big levels), vertical levels, lorom and sa-1. Accepted.
 RussianMan Author From older version: Proximity Wraparound fix Link
Optimized and added fixes for Swooper Bat and Exploding Blocks.
 RussianMan Author From older version: Proximity Wraparound fix Link
Too bad it doesn't fixes exploding blocks and other sprites I forgot about :(
DiscoTheBat From older version: Proximity Wraparound fix Link
This patch is good for people that don't want certain sprites from acting weird should the player be at the boundaries of the screen, making the sprite checks go crazy.
HammerBrother Author From older version: Proximity Wraparound fix Link
Do note that custom sprites are not affected by this. Therefore, use the subroutine in this asm file instead.
HammerBrother Author From older version: Proximity Wraparound fix Link
You mean the original proximity check on the asm library? Although, I didn't intentionally steal his code, I wrote this patch from scratch, must be a coincidence then.
DiscoTheBat From older version: Proximity Wraparound fix Link
Well, the JSLs for SubHorizPos16Bit and SubVertPos16Bit have been converted to JSR in order to save a bit of time and space. Also, this code was made by Sonikku.