Name: | Pinkie the Carriable Triangle |
Author: | Djief |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | 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 |
Tags: | block carriable lorom sa-1 tile |
Comments: | 17 (jump to comments) |
Rating: |
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Comments (17)
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.
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.
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.
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.
Lunar Magic 3.20
Pixi 1.2.15
GPS 1.4.1
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60
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)
Not spoiling your work; yours is good as well. Does yours allow Yoshi to bounce on it though?
I don't know, I made this to learn and because it seemed funny, no idea who might use it for what or when.
Yes Yoshi can hold it.