I'm now taking requests for vanilla-tweaked sprites.
1.Only one request per person.
2.Only vanilla sprites graphically-wise. If we host the dissasembly better yet, since I can from that and it will be easier for me to make the sprite.
3.Be patient. Now I have free time but no rushing. Extra graphics will be allowed of you provide the gfx, though, but the sprite should be vanilla in spirit (check this
example to see what I'm talking about).
4.Easier requests will be completed quicker.
5.I reserve my right to ignore a request if I find it particulary obscure, time-consuming or just very difficult to code.
I will try to make them in the next weeks.
I'm going to release some sprites for C3. They will be mostly vanilla-ish. I will be releasing them one by one.
Let's start with the first one:
A flying chainsaw that chases Mario. If the extra byte is 01, it will only move vertically. If its 02, it will only move horizontally. The extra bit changes the palette of the sprite from the one set by the cfg file to palette C for the motor (useful if you want to differenciate between different versions of the sprite). It's been coded from scratch (not based on the dissasembly).
EDIT: I will be updating this with my other sprites as I release them. Here they are:
A corageous ninji which will fight Mario bravely, dissapearing under a puff of smoke every time it touches the floor, only to be teleported and ready to attack again. It has multipe attacking options: dropping just under Mario, attacking him with a hammer and jumping towards him.
A dangerous Swooper which will move towards Mario and leave behind a trail of flames once it becomes active. It's also coded from scratch, not dissasembly-based.
The flames dissapear after a few time. You can customise the time between spawns and also the time the flames remain active.
This porcupuffer will follow Mario even underwater. It doesn't move along layer 1 as the original porcupuffer does, and it's also customisable regarding its speed and acceleration - you can also decide if you want it to despawn offscreen or not (just uncomment or comment out the macro %Suboffscreen). Check the .asm file regarding those options. I have also included a palette (that I think it looks cool for the sprite).
This also fixes some weird behaviour of the normal porcupuffer regarding layer 1 (which is a feature, but hey, I think we are better off without it) and regarding interaction with tides when at the limits of the level (which was a bug).
This spiny explodes has an explosive charge under his shell and so, it explodes when spinjumped. Other kind of interactions or deaths won't activate the explosives, though.
The extra bit controls if the spiny turns to Mario when falling, and the first extra property byte controls the speed, just as the original dissasembly. Check the asm file for details.
Based on the spiny dissasembly (by Davros and optimized by Blind Devil).
It also includes an example palette in order to differenciate them from a normal spiny.
Some seagulls moving right and left in the background.
Insert seagull.asm as a cluster sprite and clusterspawn.asm as a normal sprite. For the sprite to appear in your levels, just insert clusterspawn.asm and it will make the seagulls appear.
Important note: It REQUIRES the No More Sprite Tile Limits patch to be inserted, due to the way it searches for a free OAM slot, else you could have some graphical problems.
Check clusterspawn if you want to customise the position of the seagulls on the screen.
Graphics made by Gregor.
Shovel Knight Styled Checkpoint
This checkpoint reveals a flame when activated. Mario can destroy it by spinjumping on top of it, and it will rend him some coins, but you will then lose the checkpoint. Note that the checkpoint will be respawned when you reach it again, unlike Shovel Knight checkpoints.
EDIT2: Requests fullfilled:
Fire Chargin' Chuck
This Chargin' Chuck leaves behind a trail of flames when moving.
This also fixes the palette change of the shoulder tiles of the chuck.
Based on mikeyk dissasembly of the Chargin' Chuck.
A tower of 4 goombas that moves towards Mario and, when jumped on, it spawns 4 goombas. Note that interaction with sprites is limited to the Goomba at the bottom of the tower due its clipping.
Flying Volcano Lotus
This volcano lotus will fly around with customisable X and Y speed.
If the extra bit is clear, it will fly in the top-left direction. If it's set, it will fly in the bottom-right one. You can also make them oscilate horizontally (extra bit clear) or vertically (extra bit set) based on a define. Finally, you can completely set its X and Y speed with extra bytes, the first one for the Y speed and the second one for the X speed (those will overrite their previous speed).
Usage with NMSTL is recommended. Based on Volcano Lotus dissasembly by Nekoh.
Fire line-guided Fuzzy
This fuzzy will shoot fireballs to Mario while moving on the line. The speed of the fireball can be customised, alongside its timer.
Based on the dissasembly of the line-guided Fuzzy by imamelia, I have also fixed its extra bit functionality, which was broken.
Single Mushroom Scales
This platform sinks when Mario is touching it from above and rises when it is not. The first extra byte customises its sinking speed; the second one, its rising speed (vanilla values: 08FE).
Completely coded from scratch (and thus, contains nothing of the somewhat obscure code of the dissasembly).
This Bullet Bill throws bob-ombs at Mario. If the extra bit is set, it will be a Bill Banzai, it will be invencible and it will throw 3 bob-ombs at the same time.
Bonus: Uberasm code.
Spotlight auto switch-off
This uberasm code will deactivate the spotlight sprite after a few frames of it begin turned on. It requires no free RAM as it uses some of the unused sprite tables of the spotlight sprite as the counter.
As always, you can also find them in the sprites section! Feedback, compliments and criticism is all welcomed!