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How slopes work in YI and how does it compare to SMW?

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Hi, I hope I can post this here...

I'm developing a full remake of SMW (basically an easier way to make "rom hacks" for people that don't know anything about coding), but I also have plans on adding everything from YI, since YI is basically a SMW updated engine, I would like to know how the slopes work in it...

I found that it has references to slope angles, so what's exactly the math to find the Y position on a slope?
Also, does it need slope corners to not fall through like SMW?

I also read some years ago that SMW had all slope tiles pre-calculated, like a table where it can find the Y position for each X position on a slope tile, and the corner is important to not fall through pushing it to the top (I suppose it only works when you are coming from ground or slope, because jumping through it doesn't do anything... So probably "future position" to check it..?)
Is this true? How does it compare with YI?

Could someone please help me figure out how slopes work so I can recreate it in a faithful way?
No need for slope corners. The ground objects in YI are completely solid and cannot be jumped through. The slopes in castles are semi-solid but are not possible to fall through at the top.

I'm not familiar with the position calculations, but I think your best shot at finding that would be to look for it in the disassembly here.

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