Name: | Super ball 'n' chain v1.0 |
Author: | Fernap |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | No |
Description: | A customizable version of the ball 'n' chain sprite. Features include: - Adjustable speed and direction (up to 8x or 1/16x the default) - Activate/deactivate or reverse direction with the ON/OFF switch - Oscillate like a pendulum (either gradual or sudden reversals) - Several stock shapes, with support to add your own: -- Circle/ellipse of varying size (can be made astroid-like) -- Square/rectangle of varying size (can be made into a cross shape) -- Diamond of varying size -- Regular polygon, including star-shaped See the readme for a more complete discussion of these. |
Tags: | ball and chain lorom sa-1 |
Comments: | 12 (jump to comments) |
Rating: |
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Comments (12)
- Lunar Magic v3.31
- SA-1 Pack v1.40
- PIXI v1.32
- BSNES v115
Fixed a small oversight within the polygonal despawn code which caused them to not spawn when approached from the right side.This is a pretty cool sprite considering you implemented a lot of non-circular movement options as well as other features into a "single" sprite.
A "single" in quotes because any time you insert a new movement of the into the ROM, you're also reinserting the Ball 'n' Chain code into the ROM. Nonetheless, this happens on any type of customisations to ASM files. In particular, the old pendulum Ball 'n' Chain uses hardcoded angle values and always requires you to generate new sprites despite an identical code, just different angle values.
Not necessarily, although you certainly can use it. The screenshot was made in a ROM with only basic LM/Pixi usage. It used the sprite memory header setting that the ball and chains are normally used with (I forget which off the top of my head), which gets you 6 tiles per sprite slot, which is what these need.