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Making the firebar individual sprites not rotate...how to do it?

Hi,

I've been using the firebar custom sprite twice in my hack, although, both times, I used it with different GFX (replacing the fireballs with flashing sparks in the castle and fortress in my fourth world, and spiked balls in my fifth castle), anyway, in the case of the latter (the rotating "spikebar"), I want to make the individual segments of the sprite have only one animation frame while it is rotating, instead of four (where it seems to turn 90 degrees each frame, is that right?), so...where in the ASM file do I find and remove the frames of the individual sprite?

Whew, complication city...anyway, thanks in advance.
No, I'm not using the Ball & Chain sprite, simply because it can be spin-jumped on, I wanted a tougher spinning hazard, which is why I decided to tweak the graphics of the firebar sprite (it hurts you if you touch it anywhere, even with a spin jump).

But anyway, I 'may' have found what I need to do...am I right that I have to go to the Properties area under the graphics routine, and change it from $00, 00, $C0, $C0, to $00, $00, $00, $00? I just want to be sure I'm doing it right before I attempt it.
I think so. Sprites usually have a table that references which tiles it uses. So changing those values would be the first step. If it had a separate set of values for each part of the firebar then you're in business. Otherwise, you'll have to set it up that way yourself.
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Alright, I changed those values I mentioned earlier today and...I got a firebar which still rotates 360 degrees, but the individual segments don't animate at all, so I made that one into a "spike bar".

Thankfully, it was the only thing I had to tweak there, not to mention that it affected all the segments.
Originally posted by Knight of Time
Alright, I changed those values I mentioned earlier today and...I got a firebar which still rotates 360 degrees, but the individual segments don't animate at all, so I made that one into a "spike bar".

Thankfully, it was the only thing I had to tweak there, not to mention that it affected all the segments.

Yep, there you go. Just to make sure for future reference, that was the properties tile, not the tiles. The C0 means to set the last(or first, depending on how you look at it) bits of the properties of that tile, which are the Y-flip and X-flip. By making it 00- and not setting those flips- you've fixed it.

I guess that explanation was absolutely needed, but you'll be confused later on if you think properties = tile.