hello, i still know how to program sprites and other stuff.
Cosmic Clone(s) v1.1
Cosmic Clone(s) v1.0
Download GitHub Repo info about the sprite copied from cosmic_clone.asm (i'm lazy to give it proper format)
Code
;# Cosmic Clones v1.1
;# By lx5
;#
;# This sprite creates a Cosmic Clone that follows the same path as Mario followed in the previous
;# frames, it evens imitates some of Mario's poses!
;#
;# Notes:
;# 1) The Cosmic Clones can only be delayed by 255 frames.
;# 2) Some poses (such as the cape flight poses) are replaced with a generic frame.
;# 3) While they aren't exactly incompatible with Yoshi, they will look weird and they won't
;# make Mario lose Yoshi on contact.
;# 4) There's a hard limit of 4 Cosmic Clones on screen due to V-Blank time limitations.
;# If more than 5 are on screen, there will be graphical issues.
;# The sprite tries to not process the fifth Cosmic Clone, but it fails at such task.
;# Might be fixed later.
;# 5) Cosmic Clones will upload their graphics at 30fps to avoid NMI overflow problems.
;# 6) If you ever have problem with black bars at the top of the screen, try using less Cosmic
;# Clones at the same time.
;# 7) For non SA-1 ROMs, you require to use an external patch to make $7F0000 to be free.
;# Unless you're planning to remap the FreeRAM define.
;# Patch for above: https://www.smwcentral.net/?p=section&a=details&id=19580
;#
;# The sprite uses 2 extra bytes to determine its behavior.
;#
;# Extra byte 1:
;# Determines how many frames will the Cosmic Clone be behind the real Mario.
;#
;# Extra byte 2:
;# Each bit has a different function.
;# Format: p-ts-ikd
;# d = Enables Cosmic Marios to disappear upon damaging Mario.
;# k = Instantly kills Mario instead of just hurting him.
;# i = Disable any sort of interaction with Mario.
;# s = Skip drawing 8x8 tiles.
;# t = Skip leaving small clouds after appearing.
;# p = Override default palette (F) with Extra Byte 3 info.
;# - = Unused.
;#
;# Extra byte 3:
;# Palette that will be used for the clones if the most significant bit of Extra byte 2 was
;# enabled.
;# Format: ----ccct
;# ccc = CCC bits from YXPPCCCT
;# t = T bit from YXPPCCCT
;#
Nice sprite, I remember this from Super Mario Galaxy 2 and Super Mario 3D Land. The avaiable options are enough to replicate their behaviour. This would fit in levels with narrow corridors, and to apply pressure on puzzles. It would also benefit from patches that expand the player's movement, like wall jump, or Celeste's mad dash (game which this patch is more reminiscent than smg2/sm3dl btw)
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Ever since playing the first level in Super Mario 3D Land with a Cosmic Clone, I never imagined they would make their way into SMW.
Amazing job, though I have one question. Can the graphics of the Cosmic Clone be tweaked so that they look slightly different than Mario, that is, without affecting Mario's graphics? It would be slightly tempting to see what they would look like if their appearance was more, well...creepy.
It seems that we get closer and closer yet to someone being able to recreate Celeste in a hack.
Originally posted by comsic_clone.asm
It's NOT compatible with purple triangles (wall running) AND P-Balloons.
What happens if the player uses them? Do the clones just wig out because they can't recreate those actions? If so, it could potentially be really interesting to get the clones to act asynchronously and then have to play around that.
All in all, pretty incredible stuff lx5! You never fail to impress!
i forgot to add a little bit more of documentation on the main post and the asm itself
Code
;# 9) This sprite gets its graphics from GFX32, therefore it's incompatible with anything that
;# deletes $7E2000, or modifies the way Mario's tiles are uploaded, like Ladida's
;# 32x32 player tilemap kit patch.
;# 10) This sprite also gets its 8x8 tile graphics from GFX00, making it incompatible with
;# Ladida's Mario's 8x8 Tiles DMA-er patch.
Originally posted by Deeke
Originally posted by comsic_clone.asm
It's NOT compatible with purple triangles (wall running) AND P-Balloons.
What happens if the player uses them? Do the clones just wig out because they can't recreate those actions? If so, it could potentially be really interesting to get the clones to act asynchronously and then have to play around that.
they just won't display correctly due to the way i programmed the graphics routine, i may end up replacing that with something a lot more similar to smw's routine so it becomes compatible with these.
you can say that i rushed this release lmao
Originally posted by Knight of Time
Amazing job, though I have one question. Can the graphics of the Cosmic Clone be tweaked so that they look slightly different than Mario, that is, without affecting Mario's graphics? It would be slightly tempting to see what they would look like if their appearance was more, well...creepy.
same as above, i basically rushed this thing and didn't add a lot of flexible customization. i think i could add an external gfx file for cc's graphics, leaving the ones on GFX00 and GFX32 unused. doing that will make the points 3, 9 (partially) and 10 irrelevant.
Mind if I make a suggestion for getting around the incompatibilities with P-Balloons and the triangles?
You could probably work around that by having two forms of ASM (one that keeps them from chasing Mario into a specific spot, and another that allows them to resume chasing him)...maybe a block?
Either way, this would make it similar to gameplay in Sonic Adventure (DX) when you play as Amy Rose; in her levels she is constantly pursued by a robot named Zero. In each of her levels, there are small areas where Zero can't pursue her, but shortly after she gets through these small areas, he is able to pursue her again.
Fantastic. Your work will always be appreciated LX5.
I've always like the Cosmic Clones so seeing them in SMW feels like a pipe dream.
I can gurantee Kaizo hackers will get a massive kick out of these by making brutal chase levels with them.
As for myself I can see myself using them so I can't wait to try them out.
Great work as always.
I've been a sucker for the concept of players leaving trails ever since Jimmy's and Azure's videos of unreleased gimmicks (that I can't find anymore). It always looks like black magic when it's pulled off.
Kudos for being the first I know to make this an actual downloadable and useful thing! (I was about to ask about the name Cosmic Clones and why they hurt the player, but it turn's out they're actual enemies from Super Mario Galaxy 2, so, neat!)
i've got wallrunning and the p-balloon fixed, i've also included a way to have a custom shadow mario graphics (aka no longer uses GFX32 and GFX00 to pull its graphics), i'll submit it here later today or tomorrow
if anyone is willing to make a small edit to mario's gfx to make it look/feel like an actual cosmic clone instead of painting him with a bad palette, pls do it so i bundle it with this sprite
i'm mostly looking for an (small?) edit to GFX32 so it has that cosmic clone look that they have in the original source (source), the base of the clones themselves is GFX32, so it's a big file (and i understand that it's a lot of work what i'm looking for, so dw about not doing this)
v1.1
- Cosmic Clones no longer utilizes GFX32 and GFX00 for their graphics.
- Cosmic Clones can have their own custom graphics.
- It's possible to have different palettes, disable the small cloud trail and disable drawing the 8x8 tiles on each Cosmic Clone.
Code
;# Cosmic Clones v1.1
;# By lx5
;#
;# This sprite creates a Cosmic Clone that follows the same path as Mario followed in the previous
;# frames, it evens imitates some of Mario's poses!
;#
;# Notes:
;# 1) The Cosmic Clones can only be delayed by 255 frames.
;# 2) Some poses (such as the cape flight poses) are replaced with a generic frame.
;# 3) While they aren't exactly incompatible with Yoshi, they will look weird and they won't
;# make Mario lose Yoshi on contact.
;# 4) There's a hard limit of 4 Cosmic Clones on screen due to V-Blank time limitations.
;# If more than 5 are on screen, there will be graphical issues.
;# The sprite tries to not process the fifth Cosmic Clone, but it fails at such task.
;# Might be fixed later.
;# 5) Cosmic Clones will upload their graphics at 30fps to avoid NMI overflow problems.
;# 6) If you ever have problem with black bars at the top of the screen, try using less Cosmic
;# Clones at the same time.
;# 7) For non SA-1 ROMs, you require to use an external patch to make $7F0000 to be free.
;# Unless you're planning to remap the FreeRAM define.
;# Patch for above: https://www.smwcentral.net/?p=section&a=details&id=19580
;#
;# The sprite uses 2 extra bytes to determine its behavior.
;#
;# Extra byte 1:
;# Determines how many frames will the Cosmic Clone be behind the real Mario.
;#
;# Extra byte 2:
;# Each bit has a different function.
;# Format: p-ts-ikd
;# d = Enables Cosmic Marios to disappear upon damaging Mario.
;# k = Instantly kills Mario instead of just hurting him.
;# i = Disable any sort of interaction with Mario.
;# s = Skip drawing 8x8 tiles.
;# t = Skip leaving small clouds after appearing.
;# p = Override default palette (F) with Extra Byte 3 info.
;# - = Unused.
;#
;# Extra byte 3:
;# Palette that will be used for the clones if the most significant bit of Extra byte 2 was
;# enabled.
;# Format: ----ccct
;# ccc = CCC bits from YXPPCCCT
;# t = T bit from YXPPCCCT
;#
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