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Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. ExAnimation solves this problem.
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Ceiling Thwimp by Mandew (submitted by Rykon-V73)
Forum Index - Valley of Bowser - Moderation Questions - Sprites - Ceiling Thwimp by Mandew (submitted by Rykon-V73)
Pages: « 1 » Link
File Name: Ceiling Thwimp
Submitted: by Rykon-V73
Obsoletes: Ceiling Thwimp
Authors: Mandew
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: It's Thwimp, except he falls upwards and swoops down from the ceiling.

Now PIXI compatible.

(Small change by Rykon-V73): Converted the sprite to PIXI and added 2 other versions and converted those to PIXI. The SP3 version overwrites some unneded tiles from SP3 and the SP4 version overwrites the numbers from the ghost house SP4 tileset.
You can edit the tilemap and other things and you can also edit the shaking timer in the SP3 version.
Screenshots:
The palette editing defines do not work properly, due to the fact that the properties are loaded directly from the .cfg/.json via !15F6 in the GFX routine. This is then ORAd with a properties table, where you inserted the defined values, but originally this table is only used for flips. The result is a palette that differs from the one defined at the top of the asm file. It can be fixed by changing the .json to match the defined palette, but this then makes the palette define useless anyway. When moving properties to defines, please test them thoroughly to make sure they work as expected, and modify the code to correct any bugs should they appear.

Tested with:

• Lunar Magic 3.21
• SA-1 Pack v1.32
• PIXI v1.31
• Snes9x v1.60
• bsnes plus v05
Pages: « 1 » Link
Forum Index - Valley of Bowser - Moderation Questions - Sprites - Ceiling Thwimp by Mandew (submitted by Rykon-V73)

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