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[ASM] The transition table.

Started by dewhi100, May 29, 2017, 02:34:27 PM

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dewhi100

DO NOT EDIT FOR ANY REASON, it says. This leads me to a few questions. Several poses are marked as "unused?"... Has anyone tried removing/nulling/overwriting them and seeing what happens?

And I've noticed that all the morph ball poses explicitly say "no springball" or  "without springball". I can imagine this is probably used to stop Samus from bouncing around as a ball. But there aren't any listings for when springbok is equipped. Fair enough, maybe it's taken care of with logic elsewhere. But in that case, why make the distinction?

Quote58

You absolutely can edit it, in fact spinjump restart by kej/sadi does exactly that. There's a little bit of extra room after it so it didn't need to be repointed, but you could also repoint it to a new bank and expand it as much as you want.
1. Yes, you can use the unused ones but unless you're making an entirely new pose (like crashtour did for pushing blocks) there's not much reason to.
2. There's a tiny problem with spring ball in the original game (an error in a table resulted in sprinball falling facing left not existing iirc, fix can be found in the collab thread), but there are in fact poses for springball:

;springball {
T79: ;Spring ball on ground, facing right
T7B: ;Spring ball on ground, moving right
DW !TUp,!TNone,$003D
DW !TJump,!TNone,$007F

T7A: ;Spring ball on ground, facing left
T7C: ;Spring ball on ground, moving left
DW !TUp,!TNone,$003E
DW !TJump,!TNone,!TJump
DW !TNone,!TRight,$007B
DW !TNone,!TLeft,$007C
DW !TEnd

T7D: ;Spring ball falling, facing/moving right
DW !TUp,!TNone,$003D

T7E: ;Spring ball falling, facing/moving left
DW !TUp,!TNone,$003E
DW !TNone,!TRight,$007D
DW !TNone,!TLeft,$007E
DW !TEnd

T7F: ;Spring ball jump in air, facing/moving right
DW !TUp,!TNone,$003D

T80: ;Spring ball jump in air, facing/moving left
DW !TUp,!TNone,$003E
DW !TNone,!TRight,$007F
DW !TNone,!TLeft,!TJump
DW !TEnd
}

dewhi100