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Flame left by hopping flame by RussianMan
Forum Index - Valley of Bowser - Moderation Questions - Sprites - Flame left by hopping flame by RussianMan
Pages: « 1 »
File Name: Flame left by hopping flame
Submitted: by RussianMan
Authors: RussianMan
Tool: PIXI
Type: Extended
Dynamic: No
Disassembly: Yes
Includes GFX: No
Description: This is a disassembly of Extended Sprite 03 in SMW, Flame left by hopping flame (Or Flame Remnant?).
Credit is unnecessary.

Comes with custom ExtendedHurt routine, which lets user to specify sprite's hitbox.
Screenshots:
Let me first say that I'm sorry I took so long to moderate this, I thought I had done it.

You've missed some routines from the vanilla version, which causes issues. For one, you never set the sprite tile's size, so there's a possibility you could end up drawing a 16x16 tile instead of an 8x8 tile. Cape interaction is also broken, see the GIF at the end.

The vanilla sprite calls $02A3F6 to hurt Mario. That, in turn, calls $02A519, which uses hardcoded tables to get the hitbox dimensions. This is the reason for the broken cape interaction - the hitbox extends seemingly infinitely below the sprite. Unfortunately, this might not be easy to fix because $02A519 is called from the cape interaction routines, too. You should look into custom cape interaction, however, I'm not sure how possible that is considering most extended sprites are cape-killable.

When drawing its graphics, the vanilla flame remnant calls $02A1A4, which is quite reminiscent of ExtendedGetDrawInfo but isn't actually it. At $02A204, the game stores the size of the sprite tile. You don't do that, which is why your disassembly has an undefined tile size (commonly 8x8, but not always).

You can see both issues in this GIF - some flame remnants are 16x16, and most a killed by a single cape spin. As you can see in this GIF, neither of these problems happen with the vanilla sprite.
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - Sprites - Flame left by hopping flame by RussianMan

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