Banner
Views: 1,002,703,650
Time:
13 users online: Alice3173, Big Brawler, buggy789, CircleFriendo, Gamma V, Israelcv12cv, JupiHornet, MarsAmpere, Owen608, RollingRigatonis, SimFan96, Teaser, Vic Rattlehead - Guests: 79 - Bots: 211 Users: 54,811 (2,035 active)
Tip: Proofread your message boxes for spelling and grammar mistakes.
Not logged in.
Details for Magic Limit
Waiting UberASM Repository - Magic Limit Link - Show random
File Name: Magic Limit
Submitted: by spooonsss
Authors: spooonsss
Type: Level
Includes GFX: No
Includes Hijack: Yes
Featured: No
Description: Limits the number of spawned magikoopa magics (and sprites they turn into). If the limit is reached, the oldest sprite is despawned.

(Screenshot shows limit of 3)
Tags: filter, lorom, sa-1, sprite
Rating: No rating
Download: Download - 1.54 KiB
14 downloads
Screenshots
Image
spooonsss
Originally posted by Zoreo
Is there a way to get this to work with custom magic?


Sure, you can "JSL read3($01FFFC+1)+7" with the sprite index in x. e.g. you can put it in the magic init routine (and ensure that the sprite is being spawned with state=1 aka init).

magikoopa_magic_20.asm
Code
print "INIT ",pc
JSL read3($01FFFC+1)+7
RTL


Note that running UberASM may change where the code is, so be sure to always run Pixi again after running UberASM.

The magikoopa disassembly spawns magic in state 8. Change 08 to 01 here to spawn it in the init state:
Code
    LDA #$08                        ;\ set sprite status
    STA !14C8,y                     ;/ 
Posted by: spooonsss - | Link
Zoreo
Is there a way to get this to work with custom magic?
Posted by: Zoreo - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2022 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks