Net Door

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Net Door
250px

Sprite number(s)

54

Type

Normal sprite

Graphics file(s)

GFX12 (SP3)

Palette(s)

C

One of the net doors in Iggy's Castle.

Climbing Net Doors are square nets that let you switch to the other side of a net, causing Mario to interact with things on the other side of the net. In the original Super Mario World, the only things Mario might encounter on the back end of a climbing net are Net Koopas and other Net Doors, but some hacks feature coins behind climbing nets as well. It will turn around when X or Y is pressed while holding onto it. Once Mario is behind the net, he can go back to the front of the net by either jumping over the top of the net, dropping under the net, jumping off to the side of the net, or by hitting the Net Door again. They only appear in levels 101 (Iggy's Castle) and 1D3 (Door #2 in Bowser's Castle).

In both New Super Mario Bros. games, the game will actually remember which side of the net you're on for the entire level. If you were on the back side of the last net, then the next net you grab onto will put you on the back side as well. SMW, on the other hand, always puts you on the front side of the net when you grab it unless you can abuse glitches.

Mario climbing behind the netting in Iggy's Castle, thanks to a Net Door.

Hacking Information

The Net Door uses blocks and a sprite to appear and act correctly.

The graphics for the Net Door is object 4A in Lunar Magic, located under the "Extended Objects" tab.

  • It requires FG2 to be GFX17 in order to look correct, which is used by all of Super Mario World's original object tilesets.
  • It uses tiles 82, AA-AB, & BA.

The Climbing Net Door Sprite is sprite 54 in Lunar Magic, located under the "Tileset Specific Sprites" tab.

  • It requires SP3 to be GFX13 in order to look correct, which is used by all of Super Mario World's original sprite tilesets except for Castle (ironically), Ghost House, Switch Palace, Mecha-Koopa, & Wendy/Lemmy.
  • It uses tiles 400-402, 410-412, and 420-422 for the normal graphics, and 403-406, 413-416, and 423-426 for the animation frames.
  • It eats up more sprite memory than usual, so you must put the sprite memory to 2 in order to use it.




Related Addresses

RAM Addresses
SNES Size Type Description
$7E:149D 1 byte Timer Side flipping climbing net sprite flag and timer. Whenever you punch the flipping net, this gets set to #$1E and decrements every frame till it's zero. That's how many frames the spinning animation lasts. It also determines the X speed the player has while he's on the climbing net sprite - this means that it should be decremented every frame in order to avoid issues.
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