Kelgis: I like to think it keeps him running, it's still easy enough to avoid it's just that you have to work a bit. I put a some info on how the chase data works incase you want to mess around with it a bit.
I added a new feature to it. If the extra bit is enabled, it will be angered if you get within an X distance designated by Extra Property Byte 2, so you can force chases whether or not it gets stomped. Apart from that, I fixed a few interaction things and it will actually fly away and flash when the give up time arrives.
There wouldn't be an option for a trail since the way I'd imagine myself doing it would require alot more memory for each sprite than SMW has set aside.
EDIT: Damn...scratch the goonies. A goonie uses 8 or 6 tiles, which was enough to make it choke on Wiggler. I was planning to merge smaller sprites which would normally be seperate at the expense of GFX space but I realise even then it's still not going to cut it. If I do end up making it it'll be butchered a bit in the graphics department.
Also, the boss is entirely made of sprites in YI which is something that's pretty much impossible here. You'd need to put those vine GFX on BG1/BG2 and animate them with ExAnimation or whatever it is. Doesn't sound too appealing to me.
I'm going to make the Grunt which boingboingsplat posted before and close pack 1 with 6 sprites. I'll start another bunch most likely.
$05/DB6E A2 0A LDX #$0A A:05DB X:00FF Y:0004 P:envMXdizc
$05/DB70 AD C0 0D LDA $0DC0 [$04:0DC0] A:2C00 X:0013 Y:0010 P:envMXdiZc
$05/DB73 C9 16 CMP #$16 A:2C00 X:0013 Y:0010 P:envMXdiZc ;branch if 'bonus block counter' is greater than 22
$05/DB75 10 08 BPL $08 [$DB7F] A:2C00 X:0013 Y:0010 P:envMXdiZc
$05/DB77 A2 08 LDX #$08 A:2C00 X:0013 Y:0010 P:envMXdiZc
$05/DB79 C9 0A CMP #$0A A:2C00 X:0013 Y:0010 P:envMXdiZc ;branch if bbc is greater than 10
$05/DB7B 10 02 BPL $02 [$DB7F] A:2C00 X:0013 Y:0010 P:envMXdiZc
$05/DB7D A2 06 LDX #$06 A:2C00 X:0013 Y:0010 P:envMXdiZc ;else bottom out on this
$05/DB7F 4C 49 DB JMP $DB49 [$04:DB49] A:2C00 X:0013 Y:0010 P:envMXdiZc
So the above sets up the pointer depending on the bonus block counter to load the level data ($65), sprite data ($CE) and BG Data ($68). One oddity is the pointers are only 16bits wide; it doesn't change the bank.
In the below the case the bbc was greater than 22, so I guess I collected less than 8 coins.
$05/DB4B BF 08 DB 05 LDA $05DB08,x[$05:DB12] A:051C X:000A Y:0004 P:envmXdizC
$05/DB4F 85 65 STA $65 [$00:0065] A:EAB0 X:000A Y:0004 P:eNvmXdizC
$05/DB51 BF 1A DB 05 LDA $05DB1A,x[$05:DB24] A:EAB0 X:000A Y:0004 P:eNvmXdizC
$05/DB55 85 CE STA $CE [$00:00CE] A:D825 X:000A Y:0004 P:eNvmXdizC
$05/DB57 BF 2C DB 05 LDA $05DB2C,x[$05:DB36] A:D825 X:000A Y:0004 P:eNvmXdizC
$05/DB5B 85 68 STA $68 [$00:0068] A:DF59 X:000A Y:0004 P:eNvmXdizC
You can see the pointers beeing loaded in the brackets, and the base address for them.
I went onto the next exit from 36CB0 and it did a similar process to the above, but it was checking and comparing the timer instead. I think I'll put something on the wiki about it when I collect some more.
-$141A is set when you exit the level 24. If it's not set, it won't check if it's a special level (or if it's a bonus game?)
-$88 determines whether or not it's to set $141A or not.
-05DAE6 = 0x80 will disable level 24 wierdness altogether.
Scrolling a layer is easy since you just have to write X and Y to some RAM and you're done. But don't expect bosses for a (long) while. If I do make some, they probably won't be from YI since they either make excessive use of HDMA / SFX to animate them. Out of curiosity, has any hack author released bosses from their hack? There's Brutal Mario and Mario Fantasy, but I don't think the authors will let them go..
I'm not making a hack, so what uniqueness is there to be ruined? I have no reason to hoard. Iggy, Reznor and the rest of the crew were fun the first few times but the last few hundred or so times weren't as stellar. It'd be nice to get rid of repetitive boss battles we find in almost every hack, with the exception of a few hacks with authors who happen to be sharp with ASM.
The YI paranha is rotated/enlarged with the SFX, so you'd spend alot of space on prerendered frames like Reini said or cheap out on the animation. I'd like to make the green paranha that shoots spiky balls (needlenose?) and takes 3 hits to kill, but I'd like to look decent at the same time.
Also, the grunt has a bug where you can't hit it from below with a block. The object clip and sprite clip don't mix well and I can't find two that do. A less restrictive hitbox system would be great...
I'm not too excited about Milde, and it's operation is pretty wierd to put into SMW. I'd love to make fat guys but they'd hoard to much resources. What I've learnt so far is that if a sprite uses more than 5 or so tiles and isn't given special allowances (banzai, big boo, green ball(?) it isn't going to work out. I have shyguy on stilts in mind, which would include the already made shyguy in the same pack to generate when it's stomped. If that falls through, I wouldn't mind making a snifit.
Reini: Fuzzy looks flashy but it doesn't use / need the SFX. The background is done with HDMA and palette tricks and the foreground...well without getting deep into it I'll just say you won't have a layer 3 with that affect. I know what you mean with the balloon. I see it being very easy to make so it's not problem. Also, the grunt will stay on ledges if the bit is set (so, 01) and walk off if clear (00).
papermario766: i made a flyguy that had similar function but it didn't work out. The only way it would successfully give back the item is if I stomped it from above. Shells/blocks and spinjumps made it vanish, among other glitches.
I'll add bandit to the pile. Mostly because I found some settings more acceptable for the grunt (previously mentioned bug is no more), and they take the same shape mostly. I can see how I'd do a bandit that steals carryables (that'll be the only one I'd make).
You can download tap tap now, btw. I tried to keep it's animation inline with the YI one and it came out pretty well. Extra bit means it jumps instead of walking, and the follow / ledge is done with prop 1. Prop 2 controls how high it jumps. Try it out with other palettes since it fits others pretty well.
1. I do not know how to do 'easy' sprite <-> shell interaction. I'm not sure if there's a status / routine for that if you have to manually cycle through the onscreen sprites and if a shell is found, check for contact. It'll most likely be fixed soon. What's the shell reaction? It rolls back and the shell dies?
2. You can change the setting in extra prop 1 and the palette. Pal A and Pal 8 are the closest you'll get to the color.
3. More info? It works fine here. It'll get stunned and fall off the screen.
4. Yoshi's tongue is part of the GFX file that's usually in SP3, which really caught me off guard. I'll just put Yoshi's tongue into there.
5. Minor .cfg goof. Fixed now.
The balloon which is apparently called Baron Von Zeppelin, will take a 16x16 tilemap byte and generate a sprite when the range in extra prop 1 is reached by Mario. It's currently set to Goomba, and you can change it in the .asm file.
That's not even tap tap that's being processed. No animation or interaction (it's using the default one). Well, I'm using Sprite Tool 1.34 if that's anything. I also noticed SMW is touchy about certain sprite numbers. Have you tried inserting them into different slots? What slot are you using now?
I go into the same stage (happens to be my test level). Get killed and come back, everything is normal on my end.
EDIT: The remapped GFX was just to make Yoshi useable with SP3.
I actually had 1.35 the whole time, it just calls itself 1.34. I read there being something tied to Extra Property Byte 2, does messing with that help out? Can't remember where I read that though. Try 3F and below, if that does fix the glitch I'll adjust the jump to work with it. If not I'm out of ideas. mikeyk is probably the only guy who could know what's wrong.