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Sprite Properties Depending on the Extra Bit v1.1

SMW Patches → Sprite Properties Depending on the Extra Bit v1.1

Submission Details

Name: Sprite Properties Depending on the Extra Bit v1.1
Author: Kevin
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will make so that a lot of sprites that use the starting X/Y position to set some property, will use the extra bit instead. Check out the included readme for the complete list and info on what the patch does. You can also turn this off for specific sprites by changing the defines in the asm file.
Note that you need to run a sprite tool (e.g. pixi) on your rom at least once in order for this patch to work properly.

v1.1:
- Added sprite 64 (the line-guided rope): the extra bit clear will make it short, while setting it will make it long (and it won't depend on the sprite header anymore!)
- Small optimization for SA-1 roms.
Tags: ball and chain chainsaw extra bit fuzzy grinder info box lakitu lorom mole net koopa p-switch parakoopa rope sa-1 scale platform side exit super koopa timed lift urchin
Comments: 13 (jump to comments)
Download 3.43 KiB | 253 downloads

Screenshots

Comments (13)

SJandCharlieTheCat Link
Note that when you apply this, the affected sprites will no longer change behaviors based on their x-position at all. This means, for example, that all placed p-switches will now be blue; and they'll become silver only when the extra bit is set. Same for message boxes (which will always display message 1 unless the extra bit is set) and everything else that the patch modifies by default.
 JamesD28 Link
Tested with:

• Lunar Magic 3.30
• SA-1 Pack v1.40
• Asar v1.81
• Snes9x v1.60
• bsnes plus v05

Works as intended, so, accepted.
 Kevin Author From older version: Sprite Properties Depending on the Extra Bit Link
Originally posted by DTA450
Does it work with sprite 9D (bubble with another sprite inside) and sprite 98 (pitchin' chuck)?

No, as they both have four different options instead of two.
DTA450 From older version: Sprite Properties Depending on the Extra Bit Link
Does it work with sprite 9D (bubble with another sprite inside) and sprite 98 (pitchin' chuck)?
Maarfy From older version: Sprite Properties Depending on the Extra Bit Link
Removed one line of debug code. Nothing else has been changed.

A well-put-together patch that affords one more control over their sprites, always a plus.

Do note that Lunar Magic does not change its display to match the revised sprite behaviors, which takes some getting used to. The only sprites that really become problematic in this regard are the line-guided enemy sprites (Chainsaws, Grinder, Fuzzy), which have hardcoded spawn position offsets (which is why they jump back and forth when dragged around in Lunar Magic). To place these sprites properly with the extra bit clear (i.e. set to move down/right), first place the sprite at the desired location. Next, check the Lunar Magic tooltip - if it says the sprite is set to move down/right, then nothing else need be done, it'll spawn where you put it. If it says it's is set to move up/left, keep sliding the sprite to the right - it will continue to jump back and forth before ending up one space away from the desired location, but with the tooltip reading down/right. Finally, move the sprite left or right one space to place it in the correct location. It's graphic in Lunar Magic will shoot 22 tiles over to the right, but the sprite itself will spawn where it's supposed to.

Tested with Asar 1.71, Lunar Magic 3.11, SA-1 1.32, Snes9x 1.59.2, PIXI 1.2.14.
 Ayami From older version: Sprite Properties Depending on the Extra Bit Link
interesting patch!
Knight of Time From older version: Sprite Properties Depending on the Extra Bit Link
That's really cool...could another future update possibly allow doing something similar with the extended objects that use the X/Y position to set a property if the extension field was used to define what those extended objects would contain without the need for using custom blocks (for example, making one instance of extended object 35 contain a shell regardless of the X position, then having another copy of the same extended object contain a key that was in the same column as the other one)? I'm really curious.
 MarioFanGamer From older version: Sprite Properties Depending on the Extra Bit Link
Originally posted by AnasMario130
The koopas didn't even touch it... not even one pixel.

They did, it's just that the touched the block from below, not above, lol.
Anas From older version: Sprite Properties Depending on the Extra Bit Link
The koopas didn't even touch it... not even one pixel.
 Kevin Author From older version: Sprite Properties Depending on the Extra Bit Link
Originally posted by AnasMario130
Yo, is that gray P-Switch literally on an invisible tile 1F0?

yep lol
Anas From older version: Sprite Properties Depending on the Extra Bit Link
Yo, is that gray P-Switch literally on an invisible tile 1F0? Anyways, nice patch you got there.
HammerBrother From older version: Sprite Properties Depending on the Extra Bit Link
Yay, sprite positioning freedom!
 Telinc1 From older version: Timed Lift timer depending on extra bit Link
It works fine and it's a very nice improvement for the timed lifts.

Tested with: Lunar Magic 3.10, PIXI 1.2.12, Asar 1.71, SA-1 Pack 1.32