Name: | Wall Boots Powerup |
Authors: | Iceguy, TheXander |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Generator |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | Custom Powerups: Wall Boots Powerup V1.0: This powerup, when Mario touch it, he will gain the ability to run on walls like when you run into the purple triangles tiles (1B4/1B5), if he gets hit, lose the powerup. This powerup sprite was released by Iceguy a long time ago. Added: 1.- PIXI & SA-1 Compatibility. 2.- JSON Support. 3.- An optional ExGFX with a custom palette included. 4.- Blocks with GPS Support & optimized a bit. 5.- Some configurable defines. There a include preview of the ExGFX, and a GIF which show how this sprite works. More information about how to use & insert this are include in the Readme. This update was requested by Green. |
Tags: | abilities block custom generator lorom powerup sa-1 wall running |
Comments: | 4 (jump to comments) |
Rating: |
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13.79 KiB | 663 downloads
Comments (4)
- Lunar Magic v3.40
- SA-1 Pack v1.40
- PIXI v1.40
- UberASM Tool v1.6
- BSNES v115
Added abilities and sa-1 and removed sa1 and sprite tags, included UberASM code, simplified the freeRAM defines (since Asar won't automatically optimise DP addressing if attached with the defines), updated the readme to include my changes.Issues are similar to your update Flutter & Wall Climb/Kick Generator i.e. minimal but not very optimising in a submission which wouldn't be accepted today if it were a new submission so many issues in the update are one and the same.
Suggestions specific to this update: It's easier if tile_block.asm (what a horrible name) were to be conditionally a slope assist tile than vice versa (in fact, I've changed it to be a ledge tile because that's what the assist tile below triangles usually are supposed to replace, not to mention they're passable from below), especially because it'd also fix sprite interaction (in that they'd walk up a slope which doesn't eixst). The other two blocks (wall_block_left.asm and wall_block_right.asm) are more justifiable, though you actually only need one of the blocks since the underlying code is the same, only the description is different.
On that aside, there is a bug where riding Yoshi isn't taken into account in that you can walk up the invisible triangle if you have the powerup. Which is funny because the generator actually has a code which it should take into account but it isn't executed.
On that aside, this powerup sounds cooler than it is because Mario can't run up the walls by himself but instead needs help of invisible triangles, hence the need for custom blocks.
But principally, to introduce myself in the SMWC community...
Sorry! And I must thank you for not rejecting! I'm happy to see that really I'm better in Sprite ASM today... Training makes the master I think...
Granted, this may be because I partook in the last sprite remoderation and also updated some older patches during the current, eternal patch remod so I have a lot of knowledge to update older resources others made but still, it may actually be work which shouldn't necessarily be done by a beginner (or at least one should keep in mind that there is more to it than just compatibility).