Language…
7 users online: Gringo Loco Jr., lo fang 123, man578, MontyMoleLoreMaster, Seamus Sinclair,  Segment1Zone2, UTF - Guests: 393 - Bots: 113
Users: 70,466 (2,467 active)
Latest user: fredfuchstree50

YI Cutscene Kamek v1.0

SMW Sprites → YI Cutscene Kamek v1.0

Submission Details

Name: YI Cutscene Kamek v1.0
Author: lx5
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: Recreation of Kamek during the boss cutscenes in Yoshi's Island.

There's some cool features such as:
  • Up to four consecutive SMW dialog boxes
  • VWF Dialogues support
  • Several magic wave colors
  • Magic waves API so you can use those outside of the Kamek sprite


Keep in mind that this does NOT implement any sort of sprite stretching like in the original game, this is more suited towards people creating their own cutscenes.

This resource was made as a public commissioned work.
Tags: cutscene kamek lorom sa-1 vwf yoshi's island
Comments: 10 (jump to comments)
Rating:
0.0 (0 ratings)
No rating
Download 22.60 KiB | 319 downloads

Screenshots

Comments (10)

FrostyLosty Link
This is so cool #smw{<3}
MrInfinite Link
What gamemode number do I have to put here?
 MarioFanGamer Link
Moderated with:
  • Lunar Magic v3.40
  • SA-1 Pack v1.40
  • PIXI v1.40
  • UberASM v1.6
  • BSNES v115
Replaced sa1 tag by sa-1, added SA-1 remapping for debugging code, added separate palette, fixed bug where cutscene mode would initiate if Kamek is initiated at level load and doesn't display a message (easily happens if you chose to skip the dialog).

This is definitively a cool sprite if you plan on using custom bosses (at least if they take Kamek into account) and want some cutscenes to enhance the battle.
Two things to note: One is that only one VWF message can be displayed but you don't need it anyway thanks to a virtually unlimited text length and being able to chain messages inside messages, the other is that the included tilemap is unnecessary as it's loaded dynamically by the sprite (UberASM) and if you do insert it manually, the level will display some artefacts until Kamek comes in.

Some bugs and potential improvements I noticed during moderation:
  • The aforementioned bug where cutscene mode wouldn't start if no message gets displayed and Kamek is triggered at level load.
  • Though this is inaccurate to Yoshi's Island, you can remove the status bar fix if you move layer 3 to mainscreen and the rest to subscreen and enable transparency on layer 3, all of which can be done in Lunar Magic. The only side effect is that all sprites are affected by the magic's transparency but you can argue it's an improvement in this case.
  • At least you admitted you couldn't do vanilla windowing, lol. Still, it'd be better if you can take advantage of it.
  • You can only debug the effect if Kamek has been triggered once, the otherwise won't appear regardless whether you've inserted the tilemap or not.
buggy789 Link
If this makes a boss appear like in the original.... Man, it would be the best thing since sliced bread.
Blizzard Buffalo Link
Now this is mind-blowing, good job!
Heitor Porfirio Link
Impressive work as always lx5! But does this sprite support the BG4 VWF Messages patch?

If not, that would be a great suggestion for the sprite!

#smrpg{y}
lx5 Author Link
It doesn't, might add it in the future, but not right now.
buggy789 Link
We need to port his laugh into the game ASAP
CalHal Link
This reminds me of YI Flying Kamek by Thomas. Did you use it for the bace?
lx5 Author Link
No. There's nothing I could even use as a base in that sprite, they're pretty different.