Name: | Floor Button v1.4.1 |
Author: | HammerBrother |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | A custom floor button switch sprite I made (flatter than a P-switch) that includes several features:
Basically, this is the custom sprite version of my 16x8 block switch I made long ago. See readme for changelog. |
Tags: | custom triggers exanimation lorom on-off p-switch pacifist sa-1 switch |
Comments: | 5 (jump to comments) |
Rating: |
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Comments (5)
- Lunar Magic
- SA-1 Pack v1.40
- PIXI v1.40
- BSNES v115
Renamed included ExGFX files for easier insertion due to the inclusion of an MWL (again; this is an rule).v3.33v3.40Most of it are simple bug fixes and changes GFX routine. To be fair, I kind of agree that using masking tiles there is a bit overkill with how few GFX space you gain from saving it. It has got however the disadvantage of miscolouring the base for palette 9 so that should be kept in mind when changing to the newer version.
If each part of the sprite were 16x16, that would eat up quite a lot on the 8x8 tile editor (that would be 3 16x16 stuff on a small-looking sprite), and still have ~5 of these in a scanline issue (because an OAM that is 16x16 counts as two 8x8).
- Lunar Magic v3.33
- SA-1 Pack v1.40
- PIXI v1.40
- BSNES v115
Renamed included ExGFX files for easier insertion due to the inclusion of an MWL, added pacifist, lorom and sa-1 tags.A simple but versatile sprite. I do wish you'd fix the ExAnimation synchronisation by putting every slot which should be synchronised eight slots apart (e.g. green blocks in slots 0 and 8, yellow blocks in slots 1 and 9, etc.).
On top of that, the silver switch doesn't turn enemies into coins, it's missing the call to the corresponding routine.
Edit: And for users, I also just realised that the layer 2 hooked switch only works with a scroll command. If layer 2 were to move by camera instead, it stays so statically.