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Sprite Properties Depending on the Extra Bit

SMW Patches → Sprite Properties Depending on the Extra Bit

This file is obsolete. The latest version is Sprite Properties Depending on the Extra Bit v1.1. For other versions, check the version history.

Submission Details

Name: Sprite Properties Depending on the Extra Bit
Author: Kevin
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will make so that a lot of sprites that use the starting X/Y position to set some property, will use the extra bit instead. Check out the included readme for the complete list and info on what the patch does. You can also turn this off for specific sprites by changing the defines in the asm file.
Note that you need to run a sprite tool (e.g. pixi) on your rom at least once in order for this patch to work properly.
Tags: ball and chain chainsaw extra bit fuzzy grinder info box lakitu lorom mole net koopa p-switch parakoopa sa-1 scale platform side exit super koopa timed lift urchin
Comments: 11 (jump to comments)
Download 2.96 KiB | 157 downloads

Screenshots

Comments (11)

 Kevin Author Link
Originally posted by DTA450
Does it work with sprite 9D (bubble with another sprite inside) and sprite 98 (pitchin' chuck)?

No, as they both have four different options instead of two.
DTA450 Link
Does it work with sprite 9D (bubble with another sprite inside) and sprite 98 (pitchin' chuck)?
 Maarfy Link
Removed one line of debug code. Nothing else has been changed.

A well-put-together patch that affords one more control over their sprites, always a plus.

Do note that Lunar Magic does not change its display to match the revised sprite behaviors, which takes some getting used to. The only sprites that really become problematic in this regard are the line-guided enemy sprites (Chainsaws, Grinder, Fuzzy), which have hardcoded spawn position offsets (which is why they jump back and forth when dragged around in Lunar Magic). To place these sprites properly with the extra bit clear (i.e. set to move down/right), first place the sprite at the desired location. Next, check the Lunar Magic tooltip - if it says the sprite is set to move down/right, then nothing else need be done, it'll spawn where you put it. If it says it's is set to move up/left, keep sliding the sprite to the right - it will continue to jump back and forth before ending up one space away from the desired location, but with the tooltip reading down/right. Finally, move the sprite left or right one space to place it in the correct location. It's graphic in Lunar Magic will shoot 22 tiles over to the right, but the sprite itself will spawn where it's supposed to.

Tested with Asar 1.71, Lunar Magic 3.11, SA-1 1.32, Snes9x 1.59.2, PIXI 1.2.14.
 Ayami Link
interesting patch!
Knight of Time Link
That's really cool...could another future update possibly allow doing something similar with the extended objects that use the X/Y position to set a property if the extension field was used to define what those extended objects would contain without the need for using custom blocks (for example, making one instance of extended object 35 contain a shell regardless of the X position, then having another copy of the same extended object contain a key that was in the same column as the other one)? I'm really curious.
 MarioFanGamer Link
Originally posted by AnasMario130
The koopas didn't even touch it... not even one pixel.

They did, it's just that the touched the block from below, not above, lol.
Anas Link
The koopas didn't even touch it... not even one pixel.
 Kevin Author Link
Originally posted by AnasMario130
Yo, is that gray P-Switch literally on an invisible tile 1F0?

yep lol
Anas Link
Yo, is that gray P-Switch literally on an invisible tile 1F0? Anyways, nice patch you got there.
HammerBrother Link
Yay, sprite positioning freedom!
 Telinc1 From older version: Timed Lift timer depending on extra bit Link
It works fine and it's a very nice improvement for the timed lifts.

Tested with: Lunar Magic 3.10, PIXI 1.2.12, Asar 1.71, SA-1 Pack 1.32