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Piranha Plants and Venus Fire Traps v1.1

SMW Sprites → Piranha Plants and Venus Fire Traps v1.1

Submission Details

Name: Piranha Plants and Venus Fire Traps v1.1
Author: imamelia
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: Yes
Includes GFX: Yes
Description: This is a Piranha Plant or Venus Fire Trap...BUT! it can act like any one you choose. Green, red, short-stemmed, sideways, upside-down, spitting 1 fireball, spitting 2 fireballs, you name it. (Well, okay, it doesn't include novelties like the Shower Venus or whatever it's called.) All you have to do is change the extra property bytes. You can basically get 48 different sprites out of this thing, although only 24 .cfg files are included because of the extra bit.

Oh, and I also included a disassembly of the original Piranha Plant. (Both of them are combined with the extra bit.) The graphics routine isn't really disassembled, though; I did code that part myself.

Note that the GFX come with PIXI.

GAMMA V UPDATE: Renamed the .cfg files based on the plants they represent since pva(number).cfg would not be helpful for users who don't know much about extra property bytes

RUSSIANMAN UPDATE: Now PIXI compatible

KNIGHT OF TIME UPDATE: Now has the GFX and a palette file included.


changelog:
v1.1
-----
Fixed extended_y/x_speed usage. It wasn't really a bug, Pixi had these defines swapped back in 1.1.0.
Tags: enemy lorom piranha plant plant sa-1 venus
Comments: 48 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 18.18 KiB | 2,322 downloads

Screenshots

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Comments (48)

King-Raze Link
Can someone explain to me how I'm going to use this?

Bit 0: Direction. 0 = up/left, 1 = right/down.
Bit 1: Orientation. 0 = vertical, 1 = horizontal.
Bit 2: Stem length. 0 = long, 1 = short.
Bit 3: Color. 0 = green, 1 = red.
Bit 4: Sprite type. 0 = Piranha Plant, 1 = Venus Fire Trap.
Bit 5: Number of fireballs. 0 = spit 1, 1 = spit 2. This is used only if bit 4 is set.

From what I understand, if I use these settings I will change how the piranhas will act, but where do I put this?
Knight of Time Link
In Lunar Magic's Add Sprite Manual (press Insert when you're in sprite editing mode). There is a box called Extension; now, those 6 bits are listed as 00XXXXXX in binary (where you can just use 0 & 1; bit 5 is the leftmost X, then bit 4, bit 3, and so on), so if for example you want a long stem red Venus Fire Trap that moves up and shoots one fireball, you put 00011000. But to get it in Lunar Magic, you have to convert that binary number to hexadecimal, which in this case is 18, so you put 18 for the extension. You'll definitely want to keep your computer's calculator handy.
NewCleos23 Link
Where are the .json files?
Gemini0 Link
PIXI can still use .cfg files -- I'm not sure how much they offer when compared to .json, but they do still work. You might not be able to see the graphics in LM though.
 Anorakun Link
You can find more accurate graphics for this sprite here!
Anas Link
The Yoshi hitbox issue mentioned by RussianMan has a solution here: https://www.smwcentral.net/?p=viewthread&t=124104&page=1&pid=1620688#p1620688
ElectricMario Link
Mine has glitched textures after I inserted them into the game
jaytv25 Link
idk how to use it to it's full potential since i can only set one type of plant with extra byte at once
Random Internet Name Link
Originally posted by Anas
Originally posted by Random Internet Name
LIked it but for whatever reason the plants that spit once still come out of the pipe when mario is near or even ontop of it, I know I probably messed this up somehow but how can I fix it?


Are the plants red or green? If red, then that's normal.


Where in the code would I fix that? I would rather have them act traditionally. (yes it is red)
Anas Link
Originally posted by Random Internet Name
LIked it but for whatever reason the plants that spit once still come out of the pipe when mario is near or even ontop of it, I know I probably messed this up somehow but how can I fix it?


Are the plants red or green? If red, then that's normal.
Random Internet Name Link
LIked it but for whatever reason the plants that spit once still come out of the pipe when mario is near or even ontop of it. I have even tried using a fresh notepad document nd it still happens, strangeky only for the ones that shoot once.
Anas Link
I just noticed that the offsets for the piranha plants and masking graphic are off by a few pixels. To fix that, collectively replace the contents of the 'HeadXOffset:', 'HeadYOffset:', StemXOffset:', and 'StemYOffset:' tables with this:

Code
HeadXOffset:
db $00,$00,$00,$00,$00,$00,$12,$12,$00,$00,$00,$00,$00,$00,$12,$12

HeadYOffset:
db $FF,$FF,$11,$11,$FF,$FF,$FF,$FF,$FF,$FF,$11,$11,$FF,$FF,$FF,$FF

StemXOffset:
db $00,$00,$00,$00,$10,$10,$02,$02,$00,$00,$00,$00,$10,$10,$02,$02

StemYOffset:
db $0F,$0F,$01,$01,$FF,$FF,$FF,$FF,$0F,$0F,$01,$01,$FF,$FF,$FF,$FF


And collectively replace the contents of the 'CoverUpXOffset:' and 'CoverUpYOffset:' tables with this:

Code
CoverUpXOffset:		;
db $00,$00,$01,$11	;

CoverUpYOffset:		;
db $00,$10,$FF,$FF	;


If there's anything wrong, let me know!
catblack Link
properties of fireball velocity?
it can be configured?
Anas Link
If you wanna fix the bug where sometimes if the fire piranha plants spit fireballs, the fireballs or other ext. sprites in the vicinity go behind L1 and don't hurt Mario, find this:

Code
FoundExSlot:

STY $00

LDA #$02
STA !extended_num,y


and add this under it:

Code
STZ $1779|!Base2,x


Thanks to Kevin for the simple fix!
Anas Link
If you want a version of these sprites that utilizes extra bytes, try this version by Atari2.0: https://bin.smwcentral.net/u/25222/venus.zip

Conveniently, it uses only one .json file which includes a bunch of pre-made settings.
 admacXx2 Link
I'd love to use this, but there are wayyyyy too many files and my brain just can't handle it.
Blizzard Buffalo Link
The name is kinda outdated...

Venus Fire Traps are now known as simply Fire Piranha Plants.
 Kevin Link
The GFX and palette files provided are correct, so accepted. I also added a .palmask file, to avoid overwriting all the colors when importing the palette.
Next time you include a palette file in a submission/update, remember the palmask!
EnzoLipe1 From older version: Piranha Plants and Venus Fire Traps v1.1 Link
People, the gfx page is glitched, someone can please update?, thx
Thiago678 From older version: Piranha Plants and Venus Fire Traps v1.1 Link
Originally posted by SMWFan2019
They do the function correctly, but the GFX of it is glitchy. What can I do? QUICK HELP I'M WORKING IN MY HACK


Thiago678
GFX:Here.
Thiago678 From older version: Piranha Plants and Venus Fire Traps v1.1 Link
GFX:Here.
Thiago678 From older version: Piranha Plants and Venus Fire Traps v1.1 Link
I will send a GFX.
Thiago678 From older version: Piranha Plants and Venus Fire Traps v1.1 Link
Cool!
Vinyl From older version: Piranha Plants and Venus Fire Traps v1.1 Link
The GFX is glitchy, there's no bin in the .zip.
mdg32 From older version: Piranha Plants and Venus Fire Traps v1.1 Link
The GFX of of the original is glitchy.
TheCrazyBuzzyBeetle From older version: Piranha Plants and Venus Fire Traps v1.1 Link
They do the function correctly, but the GFX of it is glitchy. What can I do? QUICK HELP I'M WORKING IN MY HACK
 Major Flare From older version: Piranha Plants and Venus Fire Traps v1.1 Link
Made several tests using PIXI 1.2.6. Everything worked fine on my part, so... accepted.
Dark Prince From older version: Piranha Plants and Venus Fire Traps v1.1 Link
very cool!
DogWorldps From older version: Piranha Plants and Venus Fire Traps Link
Someone knows how to find a boss type hp you win the level what you help
DogWorldps From older version: Piranha Plants and Venus Fire Traps Link
Someone knows how to find a boss type hp you damage the level what you help
DogWorldps From older version: Piranha Plants and Venus Fire Traps Link
Someone knows how to find a boss type hp you damage the level what you help
Mogu94 From older version: Piranha Plants and Venus Fire Traps Link
For people having trouble with the Venus Fire Traps not shooting fireballs 100% correctly, here's the fix (at least for now unless this is updated later) that was brought to my attention by Darolac and the fix by Telinc1 so credit him if you want someone to credit.

Look for these two lines of code near the bottom of piranha_venus_all.asm:
STA !extended_y_speed,y
STA !extended_x_speed,y

change the first one to "STA !extended_x_speed,y" and the second to "STA !extended_y_speed,y" without the quotation marks.
jeyson-jasze From older version: Piranha Plants and Venus Fire Traps Link
alguien podria enviarme un tutorial de como poder instalarlo!!
SpoodahBro From older version: Piranha Plants and Venus Fire Traps Link
This is great~! However, it seems that I'm having the same problem cnpkg is having. The Venus Fire Traps are shooting backwards. How do I fix it?
cnpkg_tv From older version: Piranha Plants and Venus Fire Traps Link
And how to fix it?
Tattletale From older version: Piranha Plants and Venus Fire Traps Link
Pixi 1.1.0 had borked defines for !extended_y and !extended_x speed, so the sprite was coded like this:

LDY $02
LDA FireXSpeeds,y
LDY $00
STA !extended_y_speed,y
LDY $02
LDA FireYSpeeds,y
LDY $00
STA !extended_x_speed,y

Now that pixi 1.2.1 fixes the defines, this sprite has to be fixed as well. I also recommend porting that whole piece of code to use SpawnExtended.
cnpkg_tv From older version: Piranha Plants and Venus Fire Traps Link
I'm having a problem: when a venus fire trap looks down, it fires backwards. Plz help me!!! 😧😧😧
juaneergameer From older version: Piranha Plants and Venus Fire Traps Link
*when Mario looks around
- Oh shit!!!!!
 Blind Devil From older version: Piranha Plants and Venus Fire Traps Link
There's this table in the ASM file:

Code
StemPalette:			; the palette of the stem tiles
db $0A,$08,$0A,$08


These values are in YXPPCCCT format.
buggy789 From older version: Piranha Plants and Venus Fire Traps Link
How do I make the stems green for those with red heads?
It's a stupid question, I know...
 RussianMan From older version: Piranha Plants and Venus Fire Traps Link
I wasn't included in original...
mish1 From older version: Piranha Plants and Venus Fire Traps Link
I'm kinda new but did you forget to include the ExGFX?
 MarioFanGamer From older version: Piranha Plants and Venus Fire Traps Link
This is one of the sprites which can really profit from Extra Bytes. In fact, since imamelia is the creator of Tessera, a sprite tool supporting extra bytes, it isn't too much of a surprise that the extra property bytes are used for substitues for it.
 RussianMan From older version: Piranha Plants and Venus Fire Traps Link
So many sprites that handled by 1 ASM file saved my time! Those are really usefull sprites. Classic Piranha Plant disassembly can be usefull for those who don't want to use patch to fix original sprite. There are a few issues thought
1) If you "hug" pipe with sideway piranha/venus, you'll always loose yoshi, and venus will always come out of pipe. If it's not red, it won't appear ONLY when you standing on pipe with it.
2) Issue mentioned by LX5 (I actually didn't tested it, but I didn't really added anything, so \'_'/)
3) They appear out of turn block? That looks strange, I mean it won't be seen in normal gameplay and it looks like it's from SMB, but... why?

What's changed:
Now they are PIXI compatible with SA-1 support. (I'm pretty sure it was compatible at the beginning, but still, shared routines and SA-1 support are cool)
Mogu94 From older version: Piranha Plants and Venus Fire Traps Link
What is this about incsrc subroutinedefsx.asm? It's not included..
Do I actually need it or nah and if I don't, why is it written in the .asm file as a file to include in the insertion process?
Starman From older version: Piranha Plants and Venus Fire Traps Link
Very useful!
lx5 From older version: Piranha Plants and Venus Fire Traps Link
I found a minor bug in the code.

It doesn't update the RAM $1779, so if you modify it with another extended sprite it may go behind layer 1 and won't hurt Mario.
Gamma V From older version: Piranha Plants and Venus Fire Traps Link
The .cfg files should be should probably be labeled for what type of plant they represent, rather than just as pva(insert number here).cfg. The current naming makes it too confusing for the average user to determine which sprite is which and find the one they want.