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Normal DKC Rotating Barrels

SMW Sprites → Normal DKC Rotating Barrels

Submission Details

Name: Normal DKC Rotating Barrels
Authors: Major Flare, Sonikku
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This sprite is the Rotating Barrel from DKC, DKC2 and DKC3. It rotates as soon as the player enters it, then shoots the player in the direction it points.

It is highly customizable: The Extra Bit determines the rotation direction, and there are two Extra Bytes, which control the time the player keeps flying and the barrel rotation's pace. Read the readme for mode details.
Tags: barrel dkc lorom pacifist physics sa-1
Comments: 8 (jump to comments)
Rating:
3.5 (2 ratings)
No rating
Download 4.29 KiB | 1,150 downloads

Screenshots

Comments (8)

HmWhyNot Link
Curious about this section starting on line 39:
Code
	LDX #!SprSize-1
LOOP:	
	LDA !7FAB9E,x
	CMP !7FAB9E,x
	BNE DONE
	STZ !1540,x
	DEX
	BPL LOOP
DONE:

This is comparing !7FAB9E,x to itself which is always going to be the case for every sprite, so this code is zeroing the stun timer for every sprite slot.
What is intended to happen here? Is it meant to only zero the stun timer for all barrel sprites? If so, the LDA !7FAB9E,x is probably meant to be outside the loop.
Spicy Jalapeno Link
the sprite works fine when I inserted with PIXI, but my problem is Mario won't "go out" of the barrel as soon as it points downwards. How should this be fixed???
Tattletale Link
Originally posted by Nowieso
Using this sprite crashes my ROM as soon as it loads in the screen.
You probably have crap in your sprite data. This sprite uses extra bytes.

Pixi now fixes sprite data, but if lunar magic doesn't recognize you are putting a sprite with sprite data in it, it's gonna eat up the next sprites data and probably (most likely) blow up your sprite data.

So no, this sprite is working perfectly fine, as far as perfectly fine goes with Erik's comments.
Nowieso Link
Using this sprite crashes my ROM as soon as it loads in the screen.
 Erik Link
Kinda weirded out about some aspects of this barrel:
- Yoshi will disappear even if you're not mounted on it when you hop into the barrel.
- You can still perform your fireball/cape actions while inside the barrel.
- Since $78 is set to FF and not 7F, certain stuff such as the star timer or others will be stopped while inside the barrel.
- Some code might be minorly improved.
Still, I deemed these minor, since an update is coming anyway. Also added the SA-1 tag.
HammerBrother Link
The centering is iffy, try snapping the player to the center via storing to $94/$96 if the player is within 8 pixels of that spot.
 Major Flare Author Link
Planning to do the movement routine in the next update, hopefully. Thanks anyway for bringing this to my attention.
Metal-Yoshi94 Link
Very well, it would be great if the barrels also rotate while moving horizontally or vertically as in DKC1. This sprite will come in handy to my smw-dkc project.