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Details for Line-Guided Any Sprite v1.2
SMW Sprites - Line-Guided Any Sprite v1.2 Link - Show random
File Name: Line-Guided Any Sprite v1.2
Added:
Version History: View
Authors: KevinM, dtothefourth
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This sprite acts as a wrapper for any normal or custom sprite*, allowing it to easily be made line-guided at the cost of an extra sprite slot.
Check out the asm file for info on how to use it.

Original sprite by dtothefourth, I optimized it a bit and made some fixes:
- Now it works properly with Yoshi and with carryable sprites.
- Now it works properly when Yoshi or Baby Yoshi eat the sprite.
- Now the sprite won't respawn when the wrapped sprite is killed or collected (e.g. sprite killed with a spin jump, collected powerup).
- Now compatible with Line Guide Acts-Like fix.

v1.1 update:
- Small code optimizations.
- Added an option in the 4th extra byte to be used with platforms: if set, Mario will move with the platform instead of sliding on it (like normal line-guided platforms do).
- Now the sprite uses 8 extra bytes: the last 4 set the 4 extra bytes for the spawned sprite.

v1.2 update:
- Fixed a bug where if the wrapped sprite failed to spawn (due to sprite slots being full) the wrapper would be erased forever, instead of being able to respawn (thanks to MarioFanGamer for pointing this out).
- Added a second platform option, to make it compatible with sprites that use custom platform code (for example, this) (thanks to MarioFanGamer for suggesting this).
- Now the sprite uses 9 extra bytes: the 5th one sets the speed multiplier for the sprite (if you want to make it move faster).
- Fixed an issue where the sprite would despawn immediately after spawning when using a non-zero offset and spawning it from a specific direction.

*Some sprites may not work properly, for example Rotating Platform and Ball n' Chain.
Tags: line-guided, lorom, sa-1
Rating: No rating
Download: Download - 5.33 KiB
226 downloads
Screenshots
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Lizstar
Originally posted by KevinM
The spawn issue might be because keyholes normally don't despawn when offscreen, causing both them and the wrapper to stay loaded. Try using this patch and see if it fixes it.
About the color issue, I have no clue really.


Well now I feel like a dummy. I had NO idea about the keyhole thing. So yeah, not an issue with this sprite at ALL.

As for the color thing, I still have no clue, but I can at least work around that. Probably just not working with something or other in the code, though the specifics of it are very strange. Anyway, thank you KevinM for the great sprite and also putting up with my general incompetence lmao
Posted by: Lizstar - | Link
KevinM
Originally posted by Lizstar
Having the strangest issues with this sprite, two of them specifically. The first is I don't think it despawns properly. If I put in enough of this sprite (which I'm having as a keyhole, by the way), eventually any sprites don't spawn later in the later. Like, way later. Its not a matter of them being too close. I've done a lot of testing with but it's pretty consistent.

The second I'm really not sure whats going on. If I enter a pipe and exit where there's a lineguided keyhole, it just destroys the colors. It changes depending where it is. I've had it go all white, all purple, or just make the backgrounds messed up. The only things visible are sprites. The level loads in perfectly fine if I remove the lineguided sprite from that area.

This all confounds me cause this has been around for a bit and I can NOT be the first person to do these things. The despawn issues happen with a fresh rom, but not the color issues. I have NO idea why that happens, though I don't have much in my rom yet, pretty much just line-fix. I can work around that I guess, but I can't work around the sprites not loading in issue.

The spawn issue might be because keyholes normally don't despawn when offscreen, causing both them and the wrapper to stay loaded. Try using this patch and see if it fixes it.
About the color issue, I have no clue really.
Posted by:  KevinM - | Link
Lizstar
Having the strangest issues with this sprite, two of them specifically. The first is I don't think it despawns properly. If I put in enough of this sprite (which I'm having as a keyhole, by the way), eventually any sprites don't spawn later in the later. Like, way later. Its not a matter of them being too close. I've done a lot of testing with but it's pretty consistent.

The second I'm really not sure whats going on. If I enter a pipe and exit where there's a lineguided keyhole, it just destroys the colors. It changes depending where it is. I've had it go all white, all purple, or just make the backgrounds messed up. The only things visible are sprites. The level loads in perfectly fine if I remove the lineguided sprite from that area.

This all confounds me cause this has been around for a bit and I can NOT be the first person to do these things. The despawn issues happen with a fresh rom, but not the color issues. I have NO idea why that happens, though I don't have much in my rom yet, pretty much just line-fix. I can work around that I guess, but I can't work around the sprites not loading in issue.
Posted by: Lizstar - | Link
olgdeldnem
This reminds me of SMM's tracks.
Posted by: olgdeldnem - | Link
JamesD28
Tested with:

• Lunar Magic 3.21
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60
• bsnes plus v05
• Super Mario World 2: Yoshi's Island - Numbered Platform (for 2nd platform option)

Works as intended, so, update accepted. The speed multiplier is a nice feature, but be careful with it - Mario can be pushed through platforms if the speed is too fast. At the highest speeds, Mario (and thus the camera) can be pushed horizontally so fast (via the platform options) that tile columns can't be updated fast enough and appear glitched. However, in my opinion the highest speeds are too fast to be useful anyway, so this is unlikely to be an issue.
Posted by:  JamesD28 - | Link
KevinM
Small update: additional bug fix and added speed option.
Posted by:  KevinM - | Link
Knight of Time
Originally posted by KevinM
Originally posted by Knight of Time
I like that there is now an option to make this sprite compatible with sprites that use custom platform code, though just wondering how I can make it work with this? This sprite may very well be the only sprite which shouldn't automatically move if on a line guide.

You cannot.

Shoot, I was afraid of that. Could you explain in a little more detail, please? I'm guessing I'll need to add code to the other sprite to attach it to a line guide, right?
Posted by: Knight of Time - | Link
KevinM
Originally posted by Knight of Time
I like that there is now an option to make this sprite compatible with sprites that use custom platform code, though just wondering how I can make it work with this? This sprite may very well be the only sprite which shouldn't automatically move if on a line guide.

You cannot.
Posted by:  KevinM - | Link
Knight of Time
I like that there is now an option to make this sprite compatible with sprites that use custom platform code, though just wondering how I can make it work with this? This sprite may very well be the only sprite which shouldn't automatically move if on a line guide.
Posted by: Knight of Time - | Link

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