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Triggering spikes

Posted: June 20th, 2020, 1:18 am
by Emiliano
I know it is possible to trigger spikes enabling the option
Allow Triggering any Tile
I already did this situation in my mod Jaffar's Multi-Life but it was not very important
I'm sure some other users have seen this
Is there any way to fix it?

Re: Triggering spikes

Posted: June 23rd, 2020, 7:33 am
by atrueprincefanfrom18
I think I have saw this before but I don't know how to fix it... Maybe try changing some things...

Re: Triggering spikes

Posted: June 23rd, 2020, 2:44 pm
by Dh73
Emiliano Fierro wrote: June 20th, 2020, 1:18 am I know it is possible to trigger spikes enabling the option
Allow Triggering any Tile
I already did this situation in my mod Jaffar's Multi-Life but it was not very important
I'm sure some other users have seen this
Is there any way to fix it?
this happens with the harmless standing spikes, instead with all active spikes It works good :)

Re: Triggering spikes

Posted: July 7th, 2020, 9:47 am
by David
Emiliano Fierro wrote: June 20th, 2020, 1:18 am I know it is possible to trigger spikes enabling the option
Allow Triggering any Tile
[...]
Is there any way to fix it?
This glitch happens to spikes with modifier = 9 (or above).

Search: 80 3E 28 43 09 75 0A
Change: 75 to 7C (offset in unpacked 1.0: 0xA311)

Details:

Code: Select all

We change this in animate_spike():

(SDLPoP)
			++curr_modifier;
			if (curr_modifier == 5) {
				curr_modifier = 0x8F;
			} else if (curr_modifier == 9) { // <-- change == to >=
				curr_modifier = 0;
				trob.type = -1;
			}

(disassembly)
seg007:050C 80 3E 28 43 09           cmp  curr_modifier, 9
seg007:0511 75 0A                    jnz  loc_8A6D ; <-- change to jl

Re: Triggering spikes

Posted: July 7th, 2020, 2:01 pm
by Emiliano
Thanks David