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: |
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Comments (8)
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.
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.
- 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.