Hello, in July 2018, someone requested me to draw player graphics for Spike the Dragon from My Little Pony: Friendship is Magic. So I, DPBOX, worked with an artist, Mares-a-Mares, and, after almost a year of work, the graphics are complete, and here they are. I managed and Mares-a-Mares drew.
Please be aware that this is not a simple graphics swap. Some patches are needed. All needed patches are included in the download because I modified them so the player could work.
There is no small form, so your HP is instead indicated by 3 hearts on the top left corner of the screen. When you grab a feather, instead of getting a cape and having cape flying physics, Spike grows wings and has raccoon flying physics. There is even a flying animation.
PLEASE be aware that these player graphics are NOT compatible with the castle destruction cut scenes! Also, while $5C is free RAM in Super Mario World, it is NOT free when using the Spike player!
While most of these poses are original, like, 1 or 2 were ripped from My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut https://www.dropbox.com/s/vcms2adkkqw3geu/My%20Little%20Pony%20Fan%20Games.zip?dl=0 and weren't changed, like, 4 more were ripped then modified slightly, but the rest are original, but either they started from the poses in that game then were heavily modified or were drawn completely from the ground up. All of the poses are based on that game's poses and use that game's style.
To use this player, grab a clean ROM, save a level with Lunar Magic, then click the 4 mushroom icons from left to right. Then, open the palette edit and import the included shared palette file. Then, put the 3 included graphics (GFXxx.bin) files in the Graphics folder and insert the graphics again. You're done with Lunar Magic.
Then, use Asar to patch "Flyanimation.asm" and "health.asm". Then, open the "32x32 1.2" folder then the "32x32 tilemap" folder and patch "32x32_tilemap.asm". Then, go back to the main folder and patch "remap poses.asm". Finally, patch either "MuchBetterRaccoon - hold.asm" or "MuchBetterRaccoon - tap.asm".
You MUST apply "remap poses.asm" after "32x32_tilemap.asm". If you insert "32x32_tilemap.asm" again, you MUST also insert "remap poses.asm" again. "MuchBetterRaccoon - hold.asm" means you can hold the button to fly when you get a feather power up and run full speed. "MuchBetterRaccoon - tap.asm" means you have to rapidly tap the button to fly when you get a feather power up like in Super Mario Bros. 3. If you patch both, the one you patched earlier will be replaced.
The player graphics are 32x32, so a modified version of ExE Boss and Ladida's "32×32 Player Tilemap Patch 1.2" patch is used. All that was changed was the graphics, obviously, and some numbers in the the excharacter tile map and the ow_mario file.
There is no small form, so a modified version of KilloZapit's "SMW Health Bar - Bugfix and Alternative" patch is used. It makes it so that your HP is instead indicated by 3 hearts on the top left corner of the screen, and it has been modified to prevent the player from ever going into the Small form.
Cape frames weren't drawn, so 2 modified versions of Neosz's "MUCH Better Raccoon Patch" patch is used, and 1 is meant to be applied. They make the Cape form use Raccoon form flying physics, and they were modified to remove all graphics stuff. The hold version modifies the patch so that you ca hold the button to fly instead of tap it.
"Fly Animation" and "Remap Poses" were 2 patches made by me specifically so this player could work. "Remap Poses" makes a bunch of hex edits and changes some of the player pose IDs used during certain situations. "Fly Animation" animates the player while flying with the feather power up.
As I said in this post, patches that are already hosted in the site should be linked to in the description (instead of bundling them again in your zip). That's a safety measure to make sure the patches used are up to date, which means less bugs and more compatibility with recent tools, patches, etc. I apologize if I didn't make it clear enough. For the 32x32 Player patch, for example, you should only include the files necessary to replace in the downloaded patch's folder (usually just PlayerGFX.bin).
According to the ASM mod I asked for help with this submission, FlyAnimation.asm's code is very poorly optimized and it has free ram which isn't in a define, so the average user won't tell and it might break with something else. Although not a requirement, it'd be nice if it was also made SA-1 compatible.
Yoshi's colors on the Overworld are badly affected by your palettes. You might want to make it use different colors that aren't shared with Player 2.