Event Triggers from Killing Enemies
Release Date: Jul 18, 2021
Type: Assembly
Rating: Pending
Links:
[download] Without Screen Shake (117 downloads)
[download] With Screen Shake (118 downloads)
Game: SM
Description
Triggers an event bit after killing all the enemies in a room. The number of enemies needed to trigger it is the same as the number of enemies needed to "clear" the room. The event bit set by the ASM is the same as the "Room Index" of the room you use the code in. Change the org location to wherever you have sufficient space in Bank $8F. Uses 16 bytes of free space. Use a room's Main ASM pointer to trigger this code.

The second version of this code additionally triggers a screen shake when the event is triggered. This version uses 44 bytes of free space.

I highly recommend changing the write locations of these files, as they may not line up with the free space you currently have with your hack. You absolutely must change at least one of them if you plan on applying both patches to the same ROM, as they will overwrite each other.

ASM Code by MetroidNerd#9001 with help from P.JBoy
Media
No Screenshots Provided
Ratings and Reviews
By OmegaDragnet9 on Jun 22, 2023 (Star Star Star Star Star )
I'm pretty used to having the event change by the low byte of an Event PLM; this is a very clever alternative using the Room Index and Room ASM.

Took me a while to get the concept, but it's about as easy to keep up with as a PLM. Punch in 4 digits in the Room ASM box and manipulate the room index to the desired Event number, (or generate a state that happens to share the Room Index.)

The benefit to such an approach is saving space in Bank $84 and potentially some Room Data. In the age of SMART, I don't know how much folks worry about that, but I thought it was worth considering.

As for the earthquake script, studying it was immensely helpful in figuring out how to implement it in other applications.

At the present, only this and Benox50's Extended Event PLM have earthquake options.

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