Name: | Custom Scale Platform + Disassembly |
Author: | MarkAlarm |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | Yes |
Includes GFX: | No |
Description: | This is a customizable version of the scale platform sprite, along with an unmodified disassembly of the original sprite that is now SA-1 compatible. Credit is unnecessary. With this, you're able to customize things such as the distance between platforms, the rise/fall speeds, and the tiles that the sprite generates. It makes use of three extra bytes in order to pull this off. Check the .asm file for more details, since it documents these things in a bit more depth. As for the disassembly, it acts just as the original sprite does, so the X position will still determine whether the distance between platforms is long or short. This may be altered in a future update to use the extra bit instead, but for now it is based on position. |
Tags: | lorom pacifist platform sa-1 |
Comments: | 6 (jump to comments) |
Rating: |
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Comments (6)
and right before it add this:
Edit: turns out the crash was caused by using an old version of PIXI. It works fine on 1.32.
One problem I did run into is that despawning is tied to the position of the left platform. This is fine for horizontal levels but it's a big issue in tall levels, e.g. if you move the right platform too much it can despawn from underneath you. For my purposes, an acceptable workaround was to have the platforms only ever despawn if they're at their starting positions. This workaround involved replacing this bit of code:
with this code:
• Lunar Magic 3.21
• SA-1 Pack v1.32
• PIXI v1.31
• Snes9x v1.60
• bsnes plus v05
Works as intended, so, accepted. There is one issue that while not enough for rejection, should be kept in mind. If the "returning" speed of the customizable platforms is high enough and is not equal to the "pushing" speed, there is a possibility that when the platforms return to their start positions, they will shiver up and down rapidly until stepped on again. The higher the returning speed is, the more likely this is to happen, but it can be avoided completely by ensuring the push and return speeds are equal.