I should show off a couple resources which I only showed at Discord but never here in the forums.
This is a falling wall from Yoshi's Island, freshly constructed with HDMA (yes, HDMA, not bitmap drawing as you might think). Most of the code is ported from Yoshi's Island and translated to 65816 ASM.
You'll recognise this from my CLDC as that's where it was originally created.
Aside from a couple of bugs (the wall may go beyond), it's basically ready.
Just use SA-1 (the calculation is a bit tricky), insert layer3wall.asm
with UberASM, falling_wall.*
with PIXI (trig.asm
needs to be in the same folder). You need to put two of them so they don't spawn in the middle of the screen — if the extra bit is clear, the wall is on the left side, else on the right side.
This is a recreation of Mode 2 lava from Yoshi's Island. In addition for giving the lava a nice animation, it also affects the interaction which can be seen in the GIF at a closer look.
Similar to the falling wall, most of the code is from Yoshi's Island (modified for 65816 ASM) and used my CLDC entry.
lion gave me inspiration to it as he commented on my rip of 3D Stones
about adding Mode 2.
No download as the interaction is a bit buggy.
A firefly from Super Metroid (as you might have guessed, I like to recreate stuff from other games). The animation isn't really difficult: You might say it's colour animation but instead, it's just colour maths. The idea is that I write to the fixed colour which means the background colour would animate with grey / white colours but instead is set to subtract the colours from, in this case, layer 2 and 3. Want tiles which aren't affected? Put them on layer 1 like in Super Metroid!
No download since the code is not finished yet (most notably, no fireball and cape interaction and no movement) and I'll probably change the darkness code. I will upload it to the sprites section once finished, though.
Back to Yoshi's Island: The timed platforms we host are sprites. You can't use too many of them at the sime time, though, unlike Yoshi's Island due to one fundamental difference: They are blocks at the latter. My version uses the same approach (yes, I looked at Yoshi's Island again). The kicker: I use only a single custom block + a sprite! I use the tile number to determine the behaviour i.e. the number of times you can hit it and which side Mario stands on the platform. In addition, I also preserve the Map16 tile number of the platform which means beyond the fact that the units of the Map16 numbers matters, you can put the platform on the Map16 table anywhere you want!
Once again, I have to finish the platform to release it on SMWC.
Edit: Fixed last image.
Rest in peace, Near.