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>> No.8110186 [View]
File: 188 KB, 845x743, ss (2021-09-06 at 01.21.52).jpg [View same] [iqdb] [saucenao] [google]
8110186

>>8109994
Skimming through this and seeing this level again it reminded me, I don't think I ever shared how this level got fixed with the general thread.

Basically, erik's dogshit triangle code completely fucks the game sideways by altering the wallrun collision check to be as lazy as possible. Mario will no longer check the proper solid state of the blocks he's running on, just if their map 16 "act like" value is a valid solid or air block. So instead of using normal on/off blocks, we have to use custom on/off blocks that change from act like 25 to act like 130 and back depending on if they're currently solid or not. With how SMW works, blocks can only do this if they're being interacted with (either by player or by a sprite). So we just swap em out and when you run up the wall, you'll interact with them and they'll change as you go right? WRONG. You don't interact with the blocks on the wall as you run up them, so even doing this by itself won't fix the issue.

So how do we fix it? First I had to modify one of the existing sprites, the XY follow sprite, to be able to accept a extra byte that would allow sprites to follow X AND Y instead of the normal X or Y. Then I had to make an additional custom sprite, which was basically an invisible/un-interactable dolphin. I then position four of these dolpins to spawn in precise positions around the player at the beginning of the level so that no matter what direction the players interacts with blocks from,the dolphins will interact with those blocks FIRST during a wall-run, updating the blocks, and allowing the proper wallrun mechanics to work. So essentially, Cwitch Palace was saved by four invisible dolphins. Fuck erik btw.

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