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Giant Thwomp SMB3 by Israelcv12cv
Forum Index - Valley of Bowser - Moderation Questions - Sprites - Giant Thwomp SMB3 by Israelcv12cv
Pages: « 1 » Link
File Name: Giant Thwomp SMB3
Submitted: by Israelcv12cv
Authors: Israelcv12cv
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: Giant Thwomp is a sprite coded by me, in SMB3 style. Giant Thwomp when falling and making contact with the floor stuns Mario, if you try to jump on it it will damage you with its horns impossible to jump on it.
Although it has the gestures of the original Thwomp, but it has a great style.
Has SA-1 support.

Package includes.

A file read me
A asm file
A json file
A bin file, which is the graphics.
Moderated with:
  • Lunar Magic 3.11
  • SA-1 Pack v1.32
  • PIXI v1.2.12
  • BSNES v115

Let's be honest: This sprite lacks quality in a major way. For starters, the code is a mess and looks like a Frankenstein of a code. This is notable by unused codes, two different starts of the main routine (one of which is unused), three different interaction routines (general hurtbox, default interaction and an unused one which basically kills a fly with a bazooka), an overcomplicated graphics routine and lack of an index to SubOffScreen (see later what side effect it causes).
What's also the point of using so many defines? PIXI already has got defines for SA-1 including named ones!

Code isn't the only issue but the Giant Thwomp doesn't even function properly in gameplay! The first issue is that the sprite doesn't reset the Y position correctly but overshoots (which implies a lack of testing) and the second issue (likely as the result of the Frankensteining) is how you never set the SubOffScreen index in A. As a result, the offscreen ranges is inconsistent (do note that SubOffScreen contrains the index to 0-7) and depends on the interaction routine. This can be best seen at the end of the GIF: If Mario (at least the top of his hitbox) is below the Thwomp but not farther than 0x100 pixels away and he's big, the index will be the unused index 6 which has got an offscreen range inside the actual screen.. The result is that the Thwomp doesn't spawn when Mario is big and approaches it from the right side or, as depicted in the GIF, it suddenly disappears when Mario becomes big.

All in all, if you want to submit a Giant Thwomp again, please do it properly, test it throughout and don't have an overcomplicated patchwork of a sprite!
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Forum Index - Valley of Bowser - Moderation Questions - Sprites - Giant Thwomp SMB3 by Israelcv12cv

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