Name: | Selective Sprite Only Block |
Author: | MellyMellouange |
Added: | |
Act As: | Various |
Includes GFX: | No |
Description: | A "sprite only" block that you can customize. Enable or disable a sprite's interaction by setting its corresponding bit in the tables. One table for vanilla sprites, one table for custom sprites -- 32 bytes each. There's also defines to customize other aspects of the block -- whether it interacts with stunned sprites, Mario, fireballs and cape -- as well to change the "act like" setting for when a sprite (or anything else) doesn't interact with the block. All relevant information is included within the asm file -- including about how to use and which sprites are enabled or disabled by default. Oh, and it's compatible with both LoROM and sa1. Have fun! |
Tags: | customizable lorom passthrough sa-1 solid sprite sprite contact |
Comments: | 2 (jump to comments) |
Rating: |
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1.77 KiB | 55 downloads
Comments (2)
A clarification about how the block works:
!changeLo
and!changeHi
.I made a couple of very minor changes:
!changeLo
and!changeHi
, per comment request..l
toLDA
s andLDY
s to ensure the defines assemble only with one byte..notCustom
in its semantically correct position.Tested with Lunar Magic 3.40, GPS 1.4.4, PIXI 1.40, Snes9x 1.62.3.
I might have just one tiny suggestion to whoever moderates these blocks:
make a bit more clear in the asm-file what
means and how to use it - especially when you want to use three-digit values.
I figure it might be super obvious for experienced asm-experts,
but I struggled a bit at first, wondering why !changeLo = $130 didn't had any effect...
Spoiler alert:
does do the trick...
With that aside... fantastic blocks!
Thank you much, MellyMellouange!