![]() Sprite Properties Depending on the Extra BitĪ very nice sprite! This certainly opens up a lot of new innovative uses for vanilla and custom sprites, and has a little sprinkle of good jank that's sure to be used creatively.Try using this patch and see if it fixes it.Ībout the color issue, I have no clue really. The spawn issue might be because keyholes normally don't despawn when offscreen, causing both them and the wrapper to stay loaded. I can work around that I guess, but I can't work around the sprites not loading in issue. I have NO idea why that happens, though I don't have much in my rom yet, pretty much just line-fix. The despawn issues happen with a fresh rom, but not the color issues. ![]() This all confounds me cause this has been around for a bit and I can NOT be the first person to do these things. The level loads in perfectly fine if I remove the lineguided sprite from that area. I've had it go all white, all purple, or just make the backgrounds messed up. If I enter a pipe and exit where there's a lineguided keyhole, it just destroys the colors. The second I'm really not sure whats going on. I've done a lot of testing with but it's pretty consistent. Its not a matter of them being too close. If I put in enough of this sprite (which I'm having as a keyhole, by the way), eventually any sprites don't spawn later in the later. The first is I don't think it despawns properly. Having the strangest issues with this sprite, two of them specifically. *Some sprites may not work properly, for example Rotating Platform and Ball n' Chain. Fixed an issue where the sprite would despawn immediately after spawning when using a non-zero offset and spawning it from a specific direction. Now the sprite uses 9 extra bytes: the 5th one sets the speed multiplier for the sprite (if you want to make it move faster). Added a second platform option, to make it compatible with sprites that use custom platform code (for example, this) (thanks to MarioFanGamer for suggesting this). Fixed a bug where if the wrapped sprite failed to spawn (due to sprite slots being full) the wrapper would be erased forever, instead of being able to respawn (thanks to MarioFanGamer for pointing this out). Now the sprite uses 8 extra bytes: the last 4 set the 4 extra bytes for the spawned sprite. Added an option in the 4th extra byte to be used with platforms: if set, Mario will move with the platform instead of sliding on it (like normal line-guided platforms do). Now compatible with Line Guide Acts-Like fix. sprite killed with a spin jump, collected powerup). Now the sprite won't respawn when the wrapped sprite is killed or collected (e.g. ![]() Now it works properly when Yoshi or Baby Yoshi eat the sprite. Now it works properly with Yoshi and with carryable sprites. Original sprite by dtothefourth, I optimized it a bit and made some fixes: This sprite acts as a wrapper for any normal or custom sprite*, allowing it to easily be made line-guided at the cost of an extra sprite slot.Ĭheck out the asm file for info on how to use it. Adding them to the list.Link Show random Submission Details Name: I think there is an hex edit to make the player's hitboxes to be 16x16, but if you want I could include an option that changes the interaction for every powerup.Īlso, cool, thanks for the I'll consider the best of you edited your list, thanks for finding those bugs. Maybe I'll draw a tileset too? Last edited on 02:34:42 PM by Eminus lx5 I also used the palette included in your pack to make things easier. I tried to make it accurate to the original one. Other than that, I'd say that a Bee suit would be nice.Į: I think a penguin or frog suit might be cool as well.Īlso, I went ahead and drawn the Rocket Boots powerup. I would like to know that too, I think the powerups' codes use vanilla routines for blocks interaction, but I don't know the sprites interaction (I'm highly unsure as I'm an ass at asm). Hmmm, would there happen to be a simple edit to make these powerups use a 16x16 player hitbox on my end? I don't mind messing around with my graphics to present the illusion of a small character (in fact I already do this in my hack for the current powerups), but I'm not seeing anything pertaining to player hitboxes, unless they simply borrow from an existing routine in SMW in which case that would make things easier on me. Last edited on 07:38:01 AM by lx5 SkywinDragoon Dynamic powerup items, so you won't run out of space in SP1. Some are from other Mario games, some others are completely new!* This big patch lets you to add several custom powerups to your SMW hack, as well some other utilities required for this to work. Download the lastest release here (v3.4.2)
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