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- Pinkus - Today at 9:57 AM
- Ok, so the somarian super bounce..
- When you dash into a somarian block, it will set $03C5 (ancilla array indexed by slot) to 1 to indicate it's airborn now. Every frame, as long as it's non-zero, the "airborn somarian block" logic is run.
- The memory address is also used to indicate how many times it has hit the ground so far, so it'll go up in the air & increment as it lands. Unless it's 4, it will continue to bounce. Once it's 4, it will stop bouncing and it's reset back to 0 (maximum of 4 bounces, including the initial dash into the block.)
- The torch (and powder btw) messes with this variable too. In this case, upon initialization of the fire charge/powder dust, it will load up the direction Link is facing, and use that to index some animation group offset (not 100% sure how it's used but it doesn't matter), which is then stored to $03C2 (ancilla array indexed by slot).
- So for example, you can put down a somarian block while 4 sparks are on the screen, so that the somarian block gets slot 0 (thus the airborn variable is $03C5[0] aka $03C5), and then apply two torches so that the first one gets slot 4 and the next one slot 3. Since slot 3 would set $03C2[3] aka $03C5 to that animation group value, the somarian block suddenly thinks it's been airborn and runs that logic the next frame (or probably the same actually).
- Since the number is not between 0 and 4, you get some weird effects/bouncing patterns, since the code expects lower numbers. At least I imagine this is the reason. The values you can get are Left=10, Up=0D, Right=07, Down=0A. They will all give different bouncing patterns.(edited)
- Pinkus - Today at 10:34 AM
- Got the swamp thing to work here too. I guess it works because the block still has some velocity when it stops, but it stops due to the 4 bounce rule. By torching upwards it will keep bouncing and move for a slightly longer time, just enough that you're below the switch..
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