Tip: When making your overworld, mix the terrain up! Add decorations to the overworld. Don't leave large empty grass or sea regions. As an example, angled land and multiple colors look much more interesting than square land and flat, plain colors.
This is a normal pink triangle except you can pick it up and move it. Acts like any carriable sprite until you put it on the ground and it becomes a block.
Includes an ExGFX file that replaces the smile coin in SP2 with a triangle.
See readme for details
Some of the code base is from the key disassembly by RussianMan
Was not tested on console and having more than 1 isn't ideal and past like 4 it gets sketchy because you keep updating level map as they go off/on screen because of how the game handles graphics when you change the level map, not much I can do about that without rewriting the way the game handles graphics on the edges of the screen.
Another glitch that happens on certain emulators... I think when one pinkie triangle sprite goes off-screen while you're carrying another triangle sprite with you, it can make the screen flash for some reason. I haven't had it happen on snes9x, but apparently it happens on bsnes+. It might also happen on console.
EDIT: On console, when dealing with multiples of these sprites on screen at once, apparently not only does it make the screen get wonky, it can mess with the palette. I've never gotten this to happen on snes9x, apparently BSNES is similarly wonky.
Well if you turn off off screen processing it will just despawn when off screen so when you come back the actual sprite won't be there and only the blocks will remain. As for it happening with off screen processing on I am really unsure why it would happen, never happened to me and at this point I have not touched this in too long to remember how it would interact off screen but it should be locked in place when off screen so sprite should not disappear.
I find that the custom helper blocks made this sprite just not function properly, but disabling the custom helper block interaction made it work just fine.
EDIT: Upon further exploration, I've discovered some quirks.
I think it erases the status bar? Or eats it rather? Or, at the least, its eating this one: https://www.smwcentral.net/?p=section&a=details&id=27269
Also, sometimes when the pink triangle goes off screen then comes back, it can generate the normal pink triangle block (the map-16 variant, not the sprite's version of the block) and I have no clue why. It happens more reliably if you turn off off-screen processing, yet can still happen anyway.
I must be missing something trying to get this to work; no matter what I do, whether using the helper blocks or not, mario just picks the triangle up again and won't run up it. Can anyone give me some advice here?
EDIT: After playing around with it a little more, I realized it simply just doesn't work correctly when used in a vertical level. After switching the level to horizontal, it works perfectly!
It's explained in the readme file, if you choose to use the helper blocks it's a little more complicated as you need to insert those and modify the sprite ASM to tell it which map16 tile to use. Make sure you put the ASM file in the routines folder in your PIXI routines folder.
I am not sure where exactly you are having issues so it's hard to answer this.
The readme file doesn't help, so can you do a tutorial here?
EDIT: I take it back. it now works.
It's explained in the readme file, if you choose to use the helper blocks it's a little more complicated as you need to insert those and modify the sprite ASM to tell it which map16 tile to use. Make sure you put the ASM file in the routines folder in your PIXI routines folder.
I am not sure where exactly you are having issues so it's hard to answer this.
Works as it should and I did not experience any jankiness with how it felt, so I think it's fine being accepted. Included an ExGFX file upon moderation, since by default it uses the berry tile in SP2 and that looked strange, so I included the triangle tile that replaces the smile coin.
Not spoiling your work; yours is good as well. Does yours allow Yoshi to bounce on it though?
Well I did search around in sprites/blocks section but did not find this anywhere, thanks for linking that. They do work differently though so there's that. Those stick to walls and then drop on a timer from what I can read whereas mine will act as the block when on solid ground until you pick it up again.
And yes, it acts exactly as a pink triangle when on the ground so Yoshi will bounce on it, in the air Yoshi will just stand on it like he would on a key (expect for the hitbox change)
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