Updated.Added suport to angle/curve data and the code is optimized.Now it uses offset indexes.
Updated again.Some bugs fixed,now is 100% stable.
This is a simple hack that allows you to use different collision arrays for each level.The system is simple.There is a pointer to each level, (by default pointing to the main collision arrays) you just have to change it to point to somewhere in the rom (usually the end) and there paste your collision array for that level.The rom isn't shifted so you can use it without problems.Now,these are all the pointers:
GHZ:
Primary:$80036
Secondary:$8004e
Angle/Curve:$80066
MZ:
Primary:$8003a
Secondary:$80052
Angle/Curve:$8006a
SYZ:
Primary:$8003e
Secondary:$80056
Angle/Curve:$8006e
LZ:
Primary:$80042
Secondary:$8005a
Angle/Curve:$80072
SLZ:
Primary:$80046
Secondary:$8005e
Angle/Curve:$80076
SBZ:
Primary:$8004a
Secondary:$80062
Angle/Curve:$8007a
Download (right click,save as...)
Updated again.Some bugs fixed,now is 100% stable.
This is a simple hack that allows you to use different collision arrays for each level.The system is simple.There is a pointer to each level, (by default pointing to the main collision arrays) you just have to change it to point to somewhere in the rom (usually the end) and there paste your collision array for that level.The rom isn't shifted so you can use it without problems.Now,these are all the pointers:
GHZ:
Primary:$80036
Secondary:$8004e
Angle/Curve:$80066
MZ:
Primary:$8003a
Secondary:$80052
Angle/Curve:$8006a
SYZ:
Primary:$8003e
Secondary:$80056
Angle/Curve:$8006e
LZ:
Primary:$80042
Secondary:$8005a
Angle/Curve:$80072
SLZ:
Primary:$80046
Secondary:$8005e
Angle/Curve:$80076
SBZ:
Primary:$8004a
Secondary:$80062
Angle/Curve:$8007a
Download (right click,save as...)
This post has been edited by JoseTheBest: 19 August 2004 - 09:12 AM


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