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YI P-Switch problem...please help!

Hi,

I just recently got dynamic sprites working in my hack (I'm not saying which ones I put in right now, but I will say that one of them is the YI P-Switch), but, I found I'm having an annoying problem with one of them.

In this vertical snow level I made, I decided to use a YI P-Switch for a little puzzle in the second half, but I noticed that when it comes into view, regardless of whether it was pressed or not, it causes a mess-up in the GFX of the Sumo Brother, causing some of their frames to glitch, and also causing their sea of flames to have tiles taken from the switch itself.

How can I fix this problem? It's making me nervous I may have to revert to a regular blue P-Switch.
Are you using the no sprite tile limits patch? If so, try switching to a different sprite setting than 10.

Sumo lightning (and other sprites with 8x8 tiles) glitch constantly for me with that patch.
I am using the No More Sprite Tile Limits patch, but I didn't set the sprite memory index to 10 on this level, however, I 'think' I may have found my problem.

Since smkdan made the sprite, I found an area in the asm file called "SLOTS dcb $CC,$C8,$C4,$C0 ;avaliable slots. Any more transfers and it's overflowing by a dangerous amount." that had me very curious on a small theory of mine, I'm starting to think those 4 values are supposed to represent part of the Sumo Brother sprite and its fire, am I correct?

If so, would changing any of those values possibly solve the problem? I don't like taking huge risks like this, but as long as I know what to do with this, it shouldn't be too much of a deal...I hope.

Edit: Just as a side note, as long as the YI P-Switch doesn't come into view (aka the player making it to the spot where I placed it), the Sumo Brother remains unaffected by it.
Are said parts of the sumo brother by accident in the last four 8x8 rows of SP4? If yes, then the YI P-Switch is definitely the problem. The dynamic sprites make use of the last four rows and as long as those are present in the level (or just on the screen, not sure here), said rows can't be used by normal sprites thus causing them to mess up.
Originally posted by Buu
Are said parts of the sumo brother by in the last four 8x8 rows of SP4? If yes, then the YI P-Switch is definitely the problem. The dynamic sprites make use of the last four rows and as long as those are present in the level (or just on the screen, not sure here), said rows can't be used by normal sprites thus causing them to mess up.


Ah yes, all parts of the Sumo Brother are in the last 4 x 4 rows of the SP4...>_<

I guess that's going to leave me with some tough choices for using the dynamic sprites...I'm starting to think I may need a dynamic Sumo Brother for this to work.


You could hex edit the sumo's graphics and rearrange them. That might be more trouble than it's worth though, since you'd have to probably rearrange the rest of the sprites that use that file.
I'm afraid there's no way I'll do that, sorry.

If I had to move around a sprite's tilemap, or create a tilemap for a custom sprite, I find it would be better to make an ExGFX file that overwrites tiles of sprites I wouldn't be using in the level.

Now that I think of it, I remember edit1754 making a dynamic version of the Wiggler enemy, so in theory, in order to use both a dynamic sprite and a regular sprite whose tilemap uses any of the tiles in the last 4 rows of the SP4, a dynamic version of the regular sprite would need to be made, right?
A disassembly would be fine, as changing around the graphics routine in an asm file is a billion times easier than changing them with a hex editor. From there you'd just use it as a custom sprite.