Name: | Custom Bro v1.1 |
Author: | Isikoro |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | You can make various broths with one asm file. We also have new behavior patterns. I used the graphic from here. I got the names of Curve Bro, Braze Bro and Frost Bro from here. It is already compatible with slopes. I forgot to include the graphics and palette.I attached it. You can also use mikeyk's SMB3 style and SMW prototype graphics graphics(However, please prepare the graphics yourself.). Update -Faster terrain check process for whether to get off the block or not. (It checks the tiles by shifting them down by 8 dots per frame.) -Fixed behavior when falling down a slope. -It is now possible to set whether or not walking/tracking type bros jump when they hit a wall with Extra bit. -I edited the Json file and made it possible to distinguish from the image whether the extra bit is set. Clear ... Walk Set ... Stand -Added explanatory text to the file for configuration. -It is now possible to set whether or not the boomerang will disappear (catch) if it hits in front of the person who threw it. -Fixed hit detection by capes on extended sprites. -The hammer is now being bounced away, instead of disappearing in a puff of smoke. -Sledge bro hammers now have cape disabled. |
Tags: | bomb bro boomerang bro brothers customizable enemy fire bro hammer bro ice bro lorom sa-1 shell bro sledge bro |
Comments: | 49 (jump to comments) |
Rating: |
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Comments (49)
You should now be able to insert the included exsprite.
https://www.youtube.com/watch?v=vzfB7MwMhNQ&ab_channel=MegaSonic1999
https://www.youtube.com/watch?v=Etxc-neZH-I&ab_channel=MegaSonic1999
extended/custom_bro v1.1/elecball.asm:6: error: (Edefine_not_found): Define '171F' wasn't found.
extended/custom_bro v1.1/elecball.asm:8: error: (Edefine_not_found): Define '171F' wasn't found.
extended/custom_bro v1.1/elecball.asm:10: error: (Edefine_not_found): Define '1733' wasn't found.
extended/custom_bro v1.1/elecball.asm:11: error: (Edefine_not_found): Define '1715' wasn't found.
extended/custom_bro v1.1/elecball.asm:13: error: (Edefine_not_found): Define '1715' wasn't found.
extended/custom_bro v1.1/elecball.asm:15: error: (Edefine_not_found): Define '1729' wasn't found.
extended/custom_bro v1.1/elecball.asm:16: error: (Edefine_not_found): Define '176F' wasn't found.
extended/custom_bro v1.1/elecball.asm:17: error: (Edefine_not_found): Define '170B' wasn't found.
extended/custom_bro v1.1/elecball.asm:33: error: (Edefine_not_found): Define '1779' wasn't found.
extended/custom_bro v1.1/elecball.asm:43: error: (Edefine_not_found): Define '1779' wasn't found.
extended/custom_bro v1.1/elecball.asm:44: error: (Edefine_not_found): Define '1779' wasn't found.
extended/custom_bro v1.1/elecball.asm:45: error: (Edefine_not_found): Define '1779' wasn't found.
routines/extended/hurtwithclipping.asm:12 (called from shared_incsrc.asm:96): error: (Edefine_not_found): Define '171F' wasn't found.
routines/extended/hurtwithclipping.asm:14 (called from shared_incsrc.asm:96): error: (Edefine_not_found): Define '1733' wasn't found.
routines/extended/hurtwithclipping.asm:21 (called from shared_incsrc.asm:96): error: (Edefine_not_found): Define '1715' wasn't found.
routines/extended/hurtwithclipping.asm:23 (called from shared_incsrc.asm:96): error: (Edefine_not_found): Define '1729' wasn't found.
How do I fix this?
And how has it been accepted with these errors?
I wonder if the problem is with the hammer bro himself.
The extended hammer conflicts with the vanilla extended sprites.
But the hammer bro conflicts also with the vanilla extended hammer and doesn't interact with the player and disables the vanilla extended sprites.
I'm surprised that nobody reported this earlier.
How do I fix this?
Here's the code for the extended sprites:
I figured removing $13 would use the original extended sprites instead.
I think it would be better if custom extended projectiles like from Sonikku's Hammer Bro, Sledge Bro, Boomerang Bro, Blue Boomerang / Boomerang Bros., Fire Bro, and Ice Bro. Dose these work for this sprite or are they compatible?
- It can be used.
The problem with custom extended sprites is that they disable the interaction between the original game's extended sprites and the player. which I don't know why hasn't it been reported at all.
Better question: Is it possible to make both hammer and sledge bro use the original (amazing flyin' hammer bro) extended hammer? and how?
- Lunar Magic v3.50
- SA-1 Pack v1.40
- PIXI v1.42
- BSNES v115
Fixed unmoving hammers, added palmask, fixed behaviour description, renamed to "Custom Bro v1.1".I still am not a fan of the fact that you still include multiple JSONs just for different extra byte defaults, palette settings and Lunar Magic (of course, in defence of you, the display also is fairly limited by the sheer fact that you can chose the display on only one of two sprites but it's still rather egregious, especially because this is better suited for property than extra bytes because save on space from the added level data in the long run).
The inclusion of your own version of sa1def.asm is a very weird one because doing this isn't very helpful of forward proofing in case PIXI comes with its own. Either use
|!addr,x
throughout, use the named defines, define them internally or create your own file and place them into ExtraDefines for the next update.Regarding to the sprite itself, the only true weirdness I've noticed is the fact that the Brothers are inconsistently affected by thrown items (think of Thwomps and how they're only affected by shells which have a higher sprite slot than them) so the calls to $018032 don't work out as intended.
My opinions are otherwise unchanged from the last version.
Mikeyk version of course
I think it would be better if custom extended projectiles like from Sonikku's Hammer Bro, Sledge Bro, Boomerang Bro, Blue Boomerang / Boomerang Bros., Fire Bro, and Ice Bro. Dose these work for this sprite or are they compatible?
Are we suppose to change the walking speeds of the sprite from slower to faster like again Sonikku's Hammer Bro, Sledge Bro? Is there an option so that they will stop for a split second before they walk to the other side?
Are the Custom Bro suppose stay and wait for 50 seconds (by default) before they will walk away and chase the player like in SMB1?
I hope you could get my questions. If you don't think so, I hope you will work on that soon as another update. But it's a great sprite you did. Keep it up on more work you are doing soon.
I think it would be better if custom extended projectiles like from Sonikku's Hammer Bro, Sledge Bro, Boomerang Bro, Blue Boomerang / Boomerang Bros., Fire Bro, and Ice Bro. Dose these work for this sprite or are they compatible?
- It can be used.
Are we suppose to change the walking speeds of the sprite from slower to faster like again Sonikku's Hammer Bro, Sledge Bro?
- It can be set from "Speed_Table".
Is there an option so that they will stop for a split second before they walk to the other side?
- There is no such thing.
Are the Custom Bro suppose stay and wait for 50 seconds (by default) before they will walk away and chase the player like in SMB1?
- Immediately walking.
I think it would be better if custom extended projectiles like from Sonikku's Hammer Bro, Sledge Bro, Boomerang Bro, Blue Boomerang / Boomerang Bros., Fire Bro, and Ice Bro. Dose these work for this sprite or are they compatible?
Are we suppose to change the walking speeds of the sprite from slower to faster like again Sonikku's Hammer Bro, Sledge Bro? Is there an option so that they will stop for a split second before they walk to the other side?
Are the Custom Bro suppose stay and wait for 50 seconds (by default) before they will walk away and chase the player like in SMB1?
I hope you could get my questions. If you don't think so, I hope you will work on that soon as another update. But it's a great sprite you did. Keep it up on more work you are doing soon.
I'm trying to insert the Shell Bro, but it has the blue color of the Boomerang Bro instead of the turqoise color seen in the images above
Can you implement Boomerang Bro catching its boomerangs back by any chance?
Thanks!
Example like this:
https://www.smwcentral.net/?p=section&a=details&id=16745
See SpawnTable.
SMB3 Style is here
Please show it in GIF.
The graphics can be found here.
The palette can be changed in the CFG editor.
Also, there’s this weird error where one of the frames for the boomerang and the fire spitting frame call from the same tile in the GFX file leading to glitchiness
(a black Sledge Bro that throw Chain Chomps)
Line 75
to
Now you can play the sound effect.
I can't draw smw style camels.
What is custom SMW camel sprite?
custom SMW camel sprite?
Can I make chicken broth?
What is chicken broth?
Can I make chicken broth?
It's certainly a cool version of the hammer brother with the amount of customisability as well as the various types of Brothers. The distance keeping version is presumably my favourite option.
There are some things which really bug me, though: It's nice to have multiple JSON files for the various customisations but all they do is to set the extra byte, not the extra property byte even though the latter makes more sense (the palette is set in the JSON so you need to use different files anyway). You also didn't provide a palette which is rather minor but don't forget it the next time, thank you (you can ask a mod to update the ZIP). Also, what is going with the sprite ground interaction routine? Lastly, there is a typo in the second behaviour which goes from 100 to 111 to 101 and finally to 110.
I would suggest to add a way to swap between a graphics routine where its compatible with these graphics, and SMB3 styled compatible graphics. Perhaps just add a second Custom_Bro_TilesTable.asm file for the SMB3 compatibility.
I made it usable.
I will not do it. Because this is closer to the original.
Also, the "Super Mario Maker"s Hammer Bro is shorter than Koopa Troopa.
I made it usable.
I would suggest to add a way to swap between a graphics routine where its compatible with these graphics, and SMB3 styled compatible graphics. Perhaps just add a second Custom_Bro_TilesTable.asm file for the SMB3 compatibility.
Same, I could have used the SMW Prototype graphics too.
I made it usable.
I would suggest to add a way to swap between a graphics routine where its compatible with these graphics, and SMB3 styled compatible graphics. Perhaps just add a second Custom_Bro_TilesTable.asm file for the SMB3 compatibility.
Same, I could have used the SMW Prototype graphics too.
I would suggest to add a way to swap between a graphics routine where its compatible with these graphics, and SMB3 styled compatible graphics. Perhaps just add a second Custom_Bro_TilesTable.asm file for the SMB3 compatibility.
I will not do it. Because this is closer to the original.
Also, the "Super Mario Maker"s Hammer Bro is shorter than Koopa Troopa.