So the with the recent addition of custom overworld sprite support
honest question because I haven’t been paying attention: what got overworld sprite support. PIXI? something else? idk
I haven’t actually properly checked Lui’s thing (I meant to but I’ve been forgetting and I need to go to bed so I know I’ll forget again if I don’t post now), but does Lui’s patch let any sprite state information survive if you’re on the overworld, go to a level, and then return to the overworld? This is important for a few existing custom sprites (e.g. the custom airship absolutely needs to stay in place if you go to an island and play a level there or you’ll be soft-locked). I know for sure that Daiyousei’s current patch doesn’t deal with this at all.
I don’t think it needs to be all of the sprites’ state. Four bytes is enough to store a position, with a few bits for extra stuff. It might also be worth thinking about some way to give them a way to put a few bytes into SRAM, but that’d be hard to do in a way that doesn’t break other patches that use SRAM, and it’d be pretty silly for a sprite tool to break those.
It’s been a hot minute since I worked on Daiyousei, and I have overworld sprites implemented but it’s seriously not release-ready, and now I have a few other things I’m doing that I’m also way behind on, so I’m really hesitant to say people should start depending on me for stuff right now. It’s fairly easy to implement on the tool side (it’s pretty similar to cluster sprites in that it’s basically a couple tables completely separated from the usual standard/shooter/generator tables, so if GIEPY has anything like that, it shouldn’t be too tough, but I haven’t seen the code), but it needs an unusually large amount of code on the ASM side.