Name: | Piranha Plants and Venus Fire Traps v1.1 |
Author: | imamelia |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | Yes |
Includes GFX: | Yes |
Description: | This is a Piranha Plant or Venus Fire Trap...BUT! it can act like any one you choose. Green, red, short-stemmed, sideways, upside-down, spitting 1 fireball, spitting 2 fireballs, you name it. (Well, okay, it doesn't include novelties like the Shower Venus or whatever it's called.) All you have to do is change the extra property bytes. You can basically get 48 different sprites out of this thing, although only 24 .cfg files are included because of the extra bit. Oh, and I also included a disassembly of the original Piranha Plant. (Both of them are combined with the extra bit.) The graphics routine isn't really disassembled, though; I did code that part myself. Note that the GFX come with PIXI. GAMMA V UPDATE: Renamed the .cfg files based on the plants they represent since pva(number).cfg would not be helpful for users who don't know much about extra property bytes RUSSIANMAN UPDATE: Now PIXI compatible KNIGHT OF TIME UPDATE: Now has the GFX and a palette file included. changelog: v1.1 ----- Fixed extended_y/x_speed usage. It wasn't really a bug, Pixi had these defines swapped back in 1.1.0. |
Tags: | enemy lorom piranha plant plant sa-1 venus |
Comments: | 48 (jump to comments) |
Rating: |
Download
18.18 KiB | 2,322 downloads
Comments (48)
Bit 0: Direction. 0 = up/left, 1 = right/down.
Bit 1: Orientation. 0 = vertical, 1 = horizontal.
Bit 2: Stem length. 0 = long, 1 = short.
Bit 3: Color. 0 = green, 1 = red.
Bit 4: Sprite type. 0 = Piranha Plant, 1 = Venus Fire Trap.
Bit 5: Number of fireballs. 0 = spit 1, 1 = spit 2. This is used only if bit 4 is set.
From what I understand, if I use these settings I will change how the piranhas will act, but where do I put this?
Are the plants red or green? If red, then that's normal.
Where in the code would I fix that? I would rather have them act traditionally. (yes it is red)
Are the plants red or green? If red, then that's normal.
And collectively replace the contents of the 'CoverUpXOffset:' and 'CoverUpYOffset:' tables with this:
If there's anything wrong, let me know!
it can be configured?
and add this under it:
Thanks to Kevin for the simple fix!
Conveniently, it uses only one .json file which includes a bunch of pre-made settings.
Venus Fire Traps are now known as simply Fire Piranha Plants.
Next time you include a palette file in a submission/update, remember the palmask!
Thiago678
GFX:Here.
Look for these two lines of code near the bottom of piranha_venus_all.asm:
STA !extended_y_speed,y
STA !extended_x_speed,y
change the first one to "STA !extended_x_speed,y" and the second to "STA !extended_y_speed,y" without the quotation marks.
LDY $02
LDA FireXSpeeds,y
LDY $00
STA !extended_y_speed,y
LDY $02
LDA FireYSpeeds,y
LDY $00
STA !extended_x_speed,y
Now that pixi 1.2.1 fixes the defines, this sprite has to be fixed as well. I also recommend porting that whole piece of code to use SpawnExtended.
- Oh shit!!!!!
These values are in YXPPCCCT format.
It's a stupid question, I know...
1) If you "hug" pipe with sideway piranha/venus, you'll always loose yoshi, and venus will always come out of pipe. If it's not red, it won't appear ONLY when you standing on pipe with it.
2) Issue mentioned by LX5 (I actually didn't tested it, but I didn't really added anything, so \'_'/)
3) They appear out of turn block? That looks strange, I mean it won't be seen in normal gameplay and it looks like it's from SMB, but... why?
What's changed:
Now they are PIXI compatible with SA-1 support. (I'm pretty sure it was compatible at the beginning, but still, shared routines and SA-1 support are cool)
Do I actually need it or nah and if I don't, why is it written in the .asm file as a file to include in the insertion process?
It doesn't update the RAM $1779, so if you modify it with another extended sprite it may go behind layer 1 and won't hurt Mario.