Name: | Custom "Shooting" Power-ups |
Authors: | 1524, RussianMan |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | This package lets you to create new "Shooting" based power-ups, where the player can shoot extended sprites, both new and old, depending on "power" state. Comes with boomerang and hammer powers, that were originally made by 1524 (ICB) and 3 new powers. More details is in the readme. V.1.2 - Most notable changes are support for the item box and one new power. |
Tags: | ability lorom pacifist power power-up power-ups projectile sa-1 |
Comments: | 44 (jump to comments) |
Rating: |
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35.90 KiB | 1,626 downloads
Comments (44)
SpriteToShoot:
db $00+!ExtendedOffset
db $01+!ExtendedOffset
db $02+!ExtendedOffset
db $03+!ExtendedOffset
db $04+!ExtendedOffset
But these are great as they are, I would love to see a cloud flower powerup from Mario galaxy 2 added in this pack too in a update, I think the clouds are probably not much hard to code since they are just a stationary platform.
Is heaven...
AMAZING!
Great work. There's a lot needed for setting these powerups up properly, but once you do so it all functions flawlessly.
Now yes, I have just fixed, Thanks you
Phine. But i won't re-record gifs to show that off.
Did you make sure you've installed uberASM codes that came with it? If so, also make sure you set correct extended sprites under SpriteToShoot table from ShootExPower.asm
No. Power-up is a mere switch to activate powers, just like vanilla power-ups. They're handled through the uberASM.
Second, I removed ExtendedBlockInteraction routine, because it wasn't used by any extended sprite (those that use block interaction use different method that I thought is better).
And lastly I added "make ice blocks carryable" to planned updates list, I wanted to add it initially but I didn't because... no reason.
SA-1 is a little weird. The remap moves some sprite tables ($9E, $D8, and $E4) out of the direct page. To avoid having to move or hijack every single routine which references them, it places pointers to the correct index in the table at $B4, $CC, and $EE. The score sprite routine uses both $D8 and $E4, so I had to calculate and store the correct pointers in $CC and $EE. As I said, I'm not sure if there's a better way to do it, but it's at least better than copying over the whole routine.
For $19 and $0DC2 - yeah, I forgot to fix it, but submission was under moderation already, so... I mean I could've submitted the fix, but I didn't wanted to disturb moderator. :shrug:
I should note that I fixed three things during the moderation. The item box contents were being incorrectly set (the values for $19 and $0DC2 don't match up), so I made it use a lookup table. I also fixed score sprites from killing enemies (though I'm not sure if it's the best way for SA-1), an issue which I missed during the previous moderation and so will not count as a rejection reason for this update. Finally, I reconstructed the correct graphics for the boomerang from the GIF, so now the included graphics file will work out of the box.
https://www.smwcentral.net/?p=viewthread&t=79053
Can you remove it?