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Spawn Carried Sprites with L/R

UberASM Repository → Spawn Carried Sprites with L/R

Submission Details

Name: Spawn Carried Sprites with L/R
Author: Koopster
Added:
Type: Level
Includes GFX: No
Includes Hijack: No
Featured: No
Description: Allows the player to use L/R to spawn a sprite, normal or custom, in a carried state in Mario's hands. This code also allows for each of the shoulder buttons to spawn a different sprite.

Includes checks so sprites won't spawn when they shouldn't, such as when something's already being carried. It's possible to toggle it being possible to spawn an item during flight.
Tags: carriable lorom sa-1 spawn sprite
Comments: 3 (jump to comments)
Rating:
0.0 (0 ratings)
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Download 1.64 KiB | 243 downloads

Screenshots

Comments (3)

Yoshioshi59_ Link
this doesnt work for me it just simply does nothing
NewPointless Link
Unmodified, this Uber sometimes spawns sprites too far away from Mario, and they aren't spawned in the held state, particularly when Mario is moving backwards quickly. With Koopster's help, I modified the table at the bottom so it reads like this:

Code
.xoffset_lo:
	db $F7,$09
.xoffset_hi:
	db $FF,$00 


This seems to correct the issue.
 MarioFanGamer Link
Moderated with:
I didn't expect the option to allow carrying items with the cape in the level code and not the library itself since it makes more sense to have it consistent within the whole game and not just singular levels. either way, it's definitively a simple but probably an effective UberASM code.

Some suggestion for next time: Maybe add in the option to set the extra bytes in a later update? It doesn't work with every sprite with more than four extra bytes but these tend to be the exception.
Edit: The option to use the extra bit can also be used, especially with patches which add in a <href="https://www.smwcentral.net/?p=section&a=details&id=22605">extra bit behaviour to vanilla sprites</a>.