Name: | Customizable Circle Sprites v1.2 |
Author: | Isikoro |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | This is a Firebar and RotoDisc and Ball'n Chain and Rotating Platfrom with a lot of customization options set with the extra bit/extra bytes. However, as far as cookies and gluggles are concerned, this is superior in some areas. RotoDisc Ball'n Chain You can: - Change the length and radius and Spaciousness of Platform - Change the initial angle - Fine-tune rotation speed - Set pendulum movement (You can set the direction of gravity.) - Set that the on/off switch reverses rotation or stops rotation - Resize the fireballs (8x8 or 16x16) - Move the firebar with layer 2 - Shift the place of appearance with the initial routine according to the length - Obtaining the current angle from the specified RAM for each sprite Check out the readme provided for more info. -Updated 1- -Fixed a problem in which the fire bar did not appear when scrolling to the left when using a cfg file. -Fixed a bug that caused files to disappear when going off course when working with Layer 2. -Slightly optimized processing. -The angle table can now be used. (The angle can be obtained from the specified RAM for each sprite.) -Fixed a problem in which a hit judgment might not be made at the tip. - We can now make RotoDisc and Ball'n Chain and Rotating Platforms. - Processing in conjunction with Layer 2 has been corrected. - Added documentation showing how much the sprite shifts its initial position depending on its length and radius. -Updated 2- Fixed a bug where if you entered the pipe with Yoshi and contacted the firebar, it would leave Yoshi. (Only added "ORA $9D" to "LoseYoshiOrHurt()"). |
Tags: | ball and chain customizable firebars lorom platform rotating platform roto disc sa-1 smb1 |
Comments: | 27 (jump to comments) |
Rating: |
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99.79 KiB | 1,367 downloads
Comments (27)
The update works as intended.
I made the following changes:
#=
for assigning addresses to!X_Spacing
,!Y_Spacing
,!X_Contact
, and!Y_Contact
. This silences some PIXI warnings and ensures compatibility with future versions (once PIXI migrates to Asar 2).__MACOS
folder from the archive.Well, I guess you should limit yourself with this.
Also the fast versions of the rotating versions of them.
Added the platform tag and extended the English readme to include a table with which SP graphics to use for the various types of sprites.
Good and versatile rotating sprite, it can be a little difficult to use, but the bundle comes with enough presets that should reduce the need for the user to customize things with extra bytes. I'm not sold on the "shift" functionality, as its behavior is not the most straightforward, however you can just ignore it and use other variants of the sprite. Being able to bind the rotation angle to a RAM address is a niche feature, but it can make for interesting level design.
Note that setting a big radius in a plain vanilla ROM fills up all graphics slots quite quickly, causing other sprites to disappear. For this reason, sprites with a large radius work best with NMSTL patch or SA-1. This is more of a limitation of SMW and not the sprite itself.
Great Job you did making your own.
However, there's another issue with the sprite itself:
The long firebar works well, but the small firebars only spawn one fireball without hurting the player.
I already checked the extra bits and extra bytes, and it's the same as shown in the screenshots above. Also, I'm already using the "no more sprites tiles limits" patch, and the sprite memory is set to 10 in order to work.
How do I fix the small firebar problem?
Never mind, I've figured out what the problem was.
Sorry to bother you.
However, there's another issue with the sprite itself:
The long firebar works well, but the small firebars only spawn one fireball without hurting the player.
I already checked the extra bits and extra bytes, and it's the same as shown in the screenshots above. Also, I'm already using the "no more sprites tiles limits" patch, and the sprite memory is set to 10 in order to work.
How do I fix the small firebar problem?
Except that I started using an old version long ago before this sprite was released, so I don't want to risk having my hack running on bugs after changing the version. Can't I simply change something in the routine: "suboffscreen_new.asm"?
I don't see a reason for you to keep using the old version. The new one (currently approved in the site) is very stable. lol.
An error has been detected:
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:101 (called from c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:108): error: (E5088): Define 'Disable255SpritesPerLevel' wasn't found.
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:150 (called from c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:108): error: (E5116): Unclosed if statement.
How do I fix it?
Is PIXI the latest version?
An error has been detected:
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:101 (called from c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:108): error: (E5088): Define 'Disable255SpritesPerLevel' wasn't found.
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:150 (called from c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:108): error: (E5116): Unclosed if statement.
How do I fix it?
Why don't you just download the pack and figure it out?
Left : UnShiftable
Right : Shiftable
This is a very cool sprite, it basically combines the classic firebar and pendulum firebar in one and adds more customization options. It might not be super easy to use at first, due to the various parameters (bitwise and not) you have to consider but the readme is pretty clear in how to achieve all the effects. I didn't find any major issues so, accepted. A few notes for the users:
- The center fireball of the firebar doesn't actually hurt you, so make sure you always place it over a solid/hurt block.
- The layer 2 option works fine for everything that moves layer 2 using the $1466/$1468 addresses (so, most of layer 2 scrolling codes including all vanilla layer 2 scroll sprites and layer 2 codes in the uberasm section). A case in which it doesn't work is when layer 2 moves in a "parallax" fashion, where it moves depending on the camera (like, having layer 2 scroll set to variable).
- The No More Sprite Tile Limits patch is greatly suggested to use, especially if having long firebars or a lot of firebars on screen.
- The pendulum option might be a bit harder to grasp on how to make it do what you want at first, because it depends on both the pendulum speed/gravity direction and on the initial angle set in the 3rd extra byte. The sprite will always oscillate between the initial angle and its "specular" angle (if using the bottom/top setting, imagine a vertical line passing through the center, and the firebar oscillating between the two sides of the line at the same relative angles. For the left/right setting, it's the same but with a horizontal line instead. Also, this is hard to explain in words so just try it out and it should be clearer).
- I don't really get what the shifting option is for. Besides the fact that I don't think I fully understand how it works (from my experiments the firebars shifts in a certain direction when spawned depending on how long it is, but it also erases another firebar if it happens to be on the shift destination. Also the firebar will disappear if it overlaps with Mario on spawn?), but it seems to work as intended. Just, I don't see what's the point in using this when you can just change the spawn position by placing it in a different spot in the level.
Overall, very good job with this!
There is none. sorry.
Enabled to set the direction of gravity.(90 degree unit)
At the 6th and 7th bytes of Extra Byte 1
There is none. sorry.