Correct behaviour of the P-Switch (npc-32)

Description: Report bugs of SMBX-38A here.
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ILikeWoods
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Post #1by ILikeWoods » 6 Apr 2016, 17:40

I relinquish for once to name the npc object numbers in this case. I hope everybody knows what is meant.

1.) Turn empty SMB1 or SMB3 brick block into a coin.
2.) Turn SMB1 or SMB3 coin into brick block.
3.) Turn a brick block with content into a "non - collectable" coin on which you even can stand during the p switch effect.
4.) In SMBW ... there a these flip blocks instead...

and so on.

To make a long story short: In SMBX 1.4.X the P-Switch behaviour is totally messed up ("rule 3" does not even apply here... nothing nasty). For that reason alone you can not even use that thing anymore.

I haven`t all details about the P-Switch at a glance, but I guess there are some users around here, who have them through.

Can this be fixed please?

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Post #2by Yoshi021 » 7 Apr 2016, 2:34

ILikeWoods wrote:3.) Turn a brick block with content into a "non - collectable" coin on which you even can stand during the p switch effect.
I don't think that is an appropriate behavior of the p-switch.
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Post #3by ILikeWoods » 7 Apr 2016, 12:31

I mean to remember I saw this in SMB3. Pretty sure this was exacty like that. Maybe only the NES version ...

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Post #4by 4matsy » 11 Apr 2016, 1:53

You'd think it isn't appropriate behavior for the P-Switch, but sure enough, that's exactly what it did in SMB3. :o

Screenshot from 2-3 (the level with the pyramids made of bricks, with several such instances of non-empty bricks):
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:D

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Post #5by Yoshi021 » 11 Apr 2016, 6:27

Oh, I never knew that.
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Post #6by ILikeWoods » 11 Apr 2016, 19:00

4matsy wrote:You'd think it isn't appropriate behavior for the P-Switch, but sure enough, that's exactly what it did in SMB3. :o

Screenshot from 2-3 (the level with the pyramids made of bricks, with several such instances of non-empty bricks):
Image
Ah, so all of these brick blocks contain items, turning them into "solid coins" while the p-switch is active?

I only know about it, because of a NES Remix Let`s Play I once saw.

BTW: And what is with other content? Mushrooms, flowers etc? Do they just stay brick blocks?

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Post #7by 4matsy » 13 Apr 2016, 1:48

ILikeWoods wrote:Ah, so all of these brick blocks contain items, turning them into "solid coins" while the p-switch is active?

I only know about it, because of a NES Remix Let`s Play I once saw.
No, just that one brick Mario is standing on in the pic contains a 1UP mushroom. The rest of that pyramid is all empty bricks, and so, collectible coins once the switch is hit (you can see I already fell onto the two columns of coins above, below, and just to the right of the 1UP brick, then made my way back up there to show you can stand on the coin graphic).

ILikeWoods wrote:BTW: And what is with other content? Mushrooms, flowers etc? Do they just stay brick blocks?
Same thing: they become a solid coin graphic that acts like the original brick block containing the item. It's kinda odd. <_<
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Post #8by ILikeWoods » 13 Apr 2016, 19:19

I see, thanks. So now just "5438A38A" hopefully "fixes" that. However it would have an impact on episodes and levels converted from earlier SMBX editions, making some of them maybe unplayable ...
Not surprising since the P-Switch mechanics is part of the basic features.

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Post #9by 4matsy » 13 Apr 2016, 23:03

Yeah.

To add further to the confusion, the Super Mario World P-switch works differently in its original game than it does in Super Mario Maker - in SMW, it turns brown spent blocks into coins and vice versa, but in SMM it instead turns the yellow flip blocks into coins, and vice versa.

There's also the issue of the unused purple coin in SMW, which turns into a dark pink block which...can still be collected like a coin?! o_O when the switch is hit...:dash:
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Post #10by ILikeWoods » 15 Apr 2016, 17:41

mario wiki
This was possibly changed to be consistent with Super Mario Bros. 3 and Super Mario World.
They had no other choice in this matter I think.

For SMBx I think it would be a good idea if you can set the p-switch behaviour in the world options, since most projects seem to be adjusted to a single base game.
Would be also kinda awesome if I could choose SMB1 physics (no floaty jumps).


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