Downloads are up. Included in the pack is the Powerup Expansion patch, the new ExSprite patches, readmes, and the extended hammer. All you should really need to edit in the Powerup Expansion patch (besides the powerup routines themselves) are the tables, so once you insert it, you're good to write #$04 through #$0F to $19 in any of your code. Keep in mind, any new ASM (patches, sprites, whatever) in the game that uses $19 as an index will need to have it's table(s) expanded as well. As for the actual powerup routines, "NewPowerups04" to "NewPowerups0F", it works just like LevelASM, so you can add any extra effects, like high jumping and the like.
The hammer is simply a txt file as there is no method of inserting it like Sprite Tool. You'll have to copy and paste each section of the file into the appropriate patch (each sections header tells you where to put it). The other exsprites are still in the works, being either glitchy (boomerang and the shell mostly) or just unfinished (the iceball and "shieldball" have one or two more features I'm adding), but will be released in time.
Originally posted by imamelia1) The boomerang looks funny because it just X-flips. It should Y-flip as well, or else use a second tile.
2) How did you get the shield powerup to move in a circle? I and several other people have been trying to figure that out for quite a while. (And you should probably make its animation a bit smoother.
1) Yeah...That boomerang has been giving me trouble from the start. The GFX just now decided to stop working properly.
2) Actually, it doesn't move in a circle. It moves to one of eight points around Mario based on the frame. I don't know how to do circles either.
Originally posted by andy_k_250Short of adding a dynamic 16x16 slot or two in SP1 or SP2 (so power-up graphics can be loaded globally) or adding player ExGFX that can be switched mid-level, I can't see much room for improvement here in the underlying structure.
I have to ask - how does the shell interact with Triangle Blocks?
I do have an idea of how I might bring in additional player GFX...However I'm not quite sure how I'd pull that off. I've already started poking around Mario's GFX routine, so that might be something to look for.
And...uh...I forgot all about the Triangle Blocks. Like DP said, the shell has no block interaction of it's own, using Mario's instead, so chances are it would start the wall-run, but either bounce of the wall...Or just appear to hover up the wall. It still needs work obviously.
Originally posted by SolidSnake141.35Wow this is fine and dandy, quite polished. I like how the shell changes colors like a koopa going in a yellow shell, etc, when you get a star, that's pretty creative and I don't think a lot would think to add that in actually. The Megaman styled barrier is pretty creative itself.
Thanks. I've put probably the most effort into the shell, adding more details like that for fun.
Originally posted by Hobzthat was awesome.
unlike most powerups, yours arent unfair to no end. from what i saw, the leaf shield only can protect you for so long, the shell is (hopefully) uncontrollable, the hammer has a short radius, the boomerang has a short radius, and the ice flower is basically a fire flower.
The shield is actually very overpowered. However, I made it with the idea having a draw-back to it, such as decreasing your coins. The shell is supposed to be uncontrollable, though one of the many things I have to fix is that releasing Y (Which stops the shell), turning and holding Y will instantly get you back in the shell, meaning you can turn freely. The rest are mostly based on existing sprites by other hackers, so I that's really all them, in terms of fairness.