Name: | NSMB Star Coins |
Author: | lx5 |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This resource tries to emulate the Star Coins of NSMB series and includes some variations: - 32x32 Star coins - 16x32 Star coins (Pretty much a Yoshi Coin) - 16x16 Star coins (Like a golden coin... I think) You can have up to eight star coins in each level! The pack contains a lot of files, make sure that you read the readme file included to know what to do with those files. |
Tags: | counter dragon coin lorom nsmb sa-1 save star coin |
Comments: | 20 (jump to comments) |
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Comments (20)
Custom objects need to be manually inserted and the star coin obects start from 98. You can see which object is which in the readme.
How can I fix it?? There's a tutorial or something?
In fact, look at Dragon Coins or better yet, at the !-blocks: Both. Map16 Dragon Coins may be disappear but only locally and they reappear if you reload the room and !-blocks (outlines and filled) never change even if you pressed their corresponding switch.
I enabled SRAM and the Star Coin ASM saves correctly when I get the midpoint, but the Star Coin Block does not save.
When I restart a level where I get all the Star Coins, they're reappear
Any solutions?
Fuuuuuu!!!
Noice one! Though it also would be nice if the star coin also had the option to be a Dragon Coin or a small star coin too.
I fixed some overlooked/faulty SA-1 conversion on shared routines, and also coded a 32x32 sprite version of the Star Coin for PIXI which could be useful for some people (I happened to have been fulfilling a request related to this and it was just the perfect opportunity to bundle it for everybody lol). Anyway, everything works nicely, so it's accepted.
Also people might want to check DownRight: in custobjcode.asm and change every "DownLeft" to "DownRight" which were left there unintentionally. If you don't, have fun with your fourth to eighth 32x32 coin having its lower right tile being wrong.
Try inserting them as custom objects in Lunar Magic. To do that, press insert while editing Layer 1 and do something like this:
Size/Type/Ext is the Custom Object number, which I believe I added on the readme.
The may look like garbage on Lunar Magic, but they show just fine on the game.
If the Status bar cut-offs, try reducing the maximum amount of Star Coins in a level by changing !MaxStarCoins define in StarCoinsDefs.asm.