I know the dev manual covers the SNES mouse, super scope and multitap. It even has source code for them. It's a bit of a hassle to browse but it has alot of stuff that isn't covered in other documents.
My platforms are sprites, but in YI they were on BG1.
Made an update for the pirhana plant. Just so it's a bit more customizable.
;Set this to each of the three launch speeds
XSPD dcb $20,$18,$10
;Same deal, for Y speed
YSPD dcb $40,$40,$40
;Set this to number needlenose bomb is inserted as
SPRITE_NUM = $01
;Set this to sound you want it to make when it shoots
SHOOT_SOUND = $3A
I'll have another shot at fly guy. Without the default interaction though since that caused alot fo screwups with the first.
STZ $0DBF will zero the coin count, also Boing you SEC instead of CLC when starting subtraction since the carry rules are inverted for SBC. It adds an extra if the carry is clear, so that's why it subtracts 2 instead of 1. Also, DEC / INC are better options for doing that.
CMP #$00 ;Check if the player has 0 coins
It's easy to just BEQ or BNE right after the load. CMP #$00 is redundant.
Look at 7E:0EF9 in RAM map. Each byte here is a tile reference (doesn't include the palette, flip and such) for 2 rows of the status bar that actually change. Just write the bytes to an unused address there to get them to appear in the status bar.
Fly guy is up for download. You set a sprite and GFX like the BVZ and it'll drop it when it dies. Extra prop 1 decides whether the sprite will be custom or standard. All interaction is custom so I could use some feedback.
I just watch and try to recreate what happens on my own. There's many things I can't do or simply can't be bothered to do.
Anyway, I'm going to take it slow on new releases. I've made lots of the stuff that is not so hard to recreate in SMW (I know there's more to go) so I think I've done alright. I'm going to spend some more time on other projects. Th3 thread's not dead, I just won't be making a dozen sprites a week .
andy_k_250: I never quite make up my mind. I'll say one thing and make something completely different. I have no hack in the works, but I might consider making one. I know most of the pitfalls new hackers get into and I assure you if I decide to make one, the first one will be a quality one. It'll have plenty of sprites, some custom bosses and a bunch of LevelASM gimmicks. We'll see what happens.
Troopa Pride: You change that stuff in the .cfg editor.
I had a problem like that with Reini, where the taptaps screwed everything up. Get them out of the level and see how it goes. I'm not fixing it since there's no logical cause adn effect I can see. I can't reproduce it on my own.