This is a custom sprite version of the Boo Ring. It is more efficient than the vanilla version and quite customizable.
You can set the number of Boos, space between each Boo, radius, speed, and rotation direction for every instance of the sprite. The rotation direction is controlled by the extra bit (clockwise if clear, counter-clockwise if set). The sprite uses all four extra bytes (the extension field in Lunar Magic's "Add Sprite Manual" dialog) to control, in order, the number of Boos, the space between each Boo, the radius, and the speed. An extension of 0A285010 (10 Boos, $28 pixels between each Boo, a radius of 5 tiles = $50 pixels, a speed of $10) replicates the vanilla Boo Ring.
The No More Sprite Tile Limits patch is required if you want to use this sprite.
Note for advanced hackers: This sprite uses the WRAM write registers ($2180-$2183) for its OAM transfer. If you use these registers during an interrupt, there might be a crash. If you don't know what this means, you probably don't have to worry about it.
- Merged the normal and SA-1 versions.
- Made the sprite use extra bytes instead of define and extra property bytes for its options.
- Fixed to turn in the correct direction. (BooRing.asm)
- More optimized. (all sprites)
Converted to PIXI and merged the SNES and SA-1 versions of the sprite into one ASM file. The sprite now uses its extra bytes to control its attributes (previously, it used defines in the ASM file and the two extra property bytes).