Boomerangs and Hammers are able to break Turn Blocks, but it's a bit weird when it doesn't break Question Blocks or Turn Blocks with items inside (coin, etc).
Not sure what the solution would be for this, but I thought I should point it out.
Originally posted by 2
2.) Ice Block should come in different sizes
This may be very difficult to execute, but I was thinking along the lines of having a 16x16, 16x32, 32x16, and 32x32 ice blocks that would be relative to their enemy's size.
Is it possible to make a separate extended graphics bin file for these ice blocks?
Originally posted by 3
3.) Option to make Sprite stay alive after Iceball / Bubble
In New Super Mario Bros. Wii U, the Ice Flower powerup can freeze sprites for a few seconds and the sprite will eventually break free.
At first, I didn't think that this would be possible, but then I remembered that imamelia has a disassembly of the Bubble Sprite:
I bet something could be worked around that... have it to where if you freeze a sprite, then it's tilemap will show within the ice.
Eventually the ice will have a shake timer just like a Koopa hiding in a Koopa Shell, and the ice will shatter.
Originally posted by 4
4.) Layer 2 Rise, Ice Block doesn't shatter
This is pretty minor, but if the ice block was sandwiched between two blocks, it would make sense if it shattered.
I'm guessing it doesn't shatter because it's not in it's "kicked" phase (#0A)
Originally posted by 5
5.) Glitched Invisible Block Sprite
For some odd reason, the Invisible Block Sprite (6D) will turn into a "stationary" Surface Jumping Cheep-Cheep once Mario makes contact with it.
This is easy to go around though since there are custom blocks that are able to act solid (130) to Mario and (025) to sprites, so this isn't a problem but rather something to mention.
I'm having some trouble with the ice block. Whenever I shoot an enemy with the ice flower, the ice block graphic displays for a frame or so then disappears. There is no ice block in its place, and the only thing left in the sprite's spot is an invisible tile that blocks fire/ice balls (i.e. when fireballs hit it, they disappear into a smoke sprite).
The thing is, I'm trying to make this work with a few different resources. I've changed some graphics around to work with the NSMBW Sprite Status Bar, I'm using this with the Better Powerdown Patch (although I don't think that should be conflicting), I'm using PIXI (hopefully that's not an issue), and I'm using an SA-1 ROM.
I don't have NMSTL applied because I've had issues with disappearing tiles with it (ironically).
Earlier in the thread, it was mentioned that sprite-based HUDs shouldn't be an issue, but I'm open to looking through the NSMBW HUD if it could be causing any issues.
Where should I look to try to fix this? I'm having trouble figuring out where in the code the ice block is spawned (and what kind of sprite it is), and I probably wouldn't know what to do about it if I did.
EDIT: I've done some testing. I've tried this on a ROM without the NSMBW bar and it does the same thing. More importantly, I've found out that the ice block works properly only in carryable mode. If Mario sets it down, it disappears. Do do this, I have to hit an enemy with the ice ball and get hurt at the same time so that I can collect the ice block before it hits the ground and disappears a frame later.
I'm using the powerup pack liked in the OP, and when I try to fly with the cape, it never launches up in the air, nor does it allow flight like the vanilla cape. You can still float and spin, so it almost seemed intentional. Though looking at the flags set in the powerup file, I'm not sure that's the case. Anyone else experienced this?
As time has passed, this thing has only recollected so many bugs, and the list keeps growing. I'd recommend not using this until I, or someone else, decides to update the patch.
I'm losing interest on this patch due to having too little time to search for fixes for these bugs that you people have reported. I end up forgetting what I was doing on this patch due to have other things to do (real life stuff).
I'm kinda sad for this, but it will be basically discontinued (and with these bugs) unless somehow I get enough time and inspiration to fix these bugs or someone else decides to fix them.
Important question, but don't get your hopes up, university is starting soon again for me (rip).
Would you keep using this patch if I ditch the 16x32 player in favor for a 32x32 player? I've tried merging them in the past, but it's a clusterfuck that I don't want to revisit at any point on my life.
If it means that it actually takes advantage of it(like having frog suit or making the custom smw mario powerup suit graphics look less cramped), then yes. Otherwise no.
Is the 32x32 player patch even that commonly used anyway? I've only seen two-three hacks use it and they really didn't benefit from using it besides of shoving their OC-do-not-steal character in it, and they didn't even use any powerups in the first place.
Well, I don't even know if I'm going to do this at all. So it's very likely that people won't see frog Mario from me (maybe someone would want to code it...).
I mostly saying this so people have a better time doing graphics for their hacks and to don't mess with Mario's 8x8 tiles, which, honestly, are a pain to work with (same with cape tilemaps). People have been telling me to take advantage of the cape tile, but making sense of that thing requires actual effort.
The only thing that stopped me from using 32x32 GFX in the first place is the fact that the GFX would be 32KB (64KB for original Mario tilemap), instead of 12KB with my optimizations to custom Mario's GFX (which I think it was a great optimization), people could also revert that if they didn't like the new tilemap, but I guess that requires effort. ¯\_(ツ)_/¯
I guess I'll do it if I find free time. Sounds like a fun thing to do (and something I need for my hack anyway).
I personally wouldn't use the 32x32 player, as I'd rather manipulate the cape tilemap shenanigans and other stuff to do my bidding. Speaking of cape shenanigans, I forked the Powerups GitHub so I could work on documenting that thing (as reference) and maybe some of the other player tilemap shenanigans (primarily just as references). Progress is a bit slow, due to summer classes and stuff, and there are some stuff that I may fix up or change. Also Shell Mario swimming faster ala NSMB when.