|File Name: ||Wave Munchers |
|Submitted: ||2017-03-12 09:24:32 AM by Mandew |
|Authors: ||Mandew |
|Type: || |
|Includes GFX: ||Yes |
|Includes Hijack: ||No |
|Featured: ||No |
|Description: ||It's kinda like a Cluster Sprite but it's inserted exclusively with UberASM. Wave Munchers will jump one after the other, from right to left, from the bottom of the screen. |
Reprise of an old Wave Muncher thing in the sprite section. This one is made to be compatible without SA-1.
Note: It uses Cluster Sprite tables and OAM addresses, so usage along with real cluster sprites is not recommended.
More features and variants are planned in the near future.
Update March 13th 2017:
An advanced version is now available. By placing the advanced version along with its very large table in your folder, you can determine the vertical placement of each muncher (or use #$FF to assign no muncher to specific places.).
+ Fixed a major oversight regarding what happens when you pause the game.
This seems like this could be a kinda of neat idea.
However, I am unable to get the non-advanced version to work. It just causes many sprite tiles to appear seemingly randomly on screen, and doesn't do anything that acts like munchers are attacking me. I don't know too much about the code to know exactly what causes this, but the advanced one works fine.
Also: It's easy to add SA-1 support to this code. Jut add "|!addr" to all your defines that mention an addr directly, and find the on place in the non-advanced code that reference $0420 directly and add it there, and it acts the same on SA-1 as it does on non SA-1.