Two C3s ago I released new NPC sprites, which were configurable via extra bytes and replaced the last incarnation of NPCs that bafflingly dated 10 years back.
Since then, people have found a few bugs in them, which I didn't have time to attend to until recently. I figured I'd make this update a C3 project because I don't have much else prepared this time.
Recap: What these NPCs are
These NPC sprites are highly customizable, and they work through extra bytes alone. (In fact, they use all 12!) You only need one entry in PIXI's sprite list, and you can customize each sprite as you place it in your level. You can make NPCs that stay in place, show a message or stay silent, show two messages one after another, and many, many more options straight from your wildest dreams. To help you handle all those extra bytes, there's even a web tool included that makes it easy to set all the options!
What's new in this update
Not much, but hey!
One feature people have requested that I didn't include is having sprite sizes other than 16x32. I couldn't have that controlled by extra bytes because I've used them all up, and it would involve changing the ASM as well as the configuration tool, which I don't think I have the time for. As always, anyone willing to implement this is free to submit an update!
Since then, people have found a few bugs in them, which I didn't have time to attend to until recently. I figured I'd make this update a C3 project because I don't have much else prepared this time.
Recap: What these NPCs are
These NPC sprites are highly customizable, and they work through extra bytes alone. (In fact, they use all 12!) You only need one entry in PIXI's sprite list, and you can customize each sprite as you place it in your level. You can make NPCs that stay in place, show a message or stay silent, show two messages one after another, and many, many more options straight from your wildest dreams. To help you handle all those extra bytes, there's even a web tool included that makes it easy to set all the options!
What's new in this update
- the palette no longer switches back to E when a VWF message is shown.
- the sprite no longer hurts Yoshi.
- the configuration tool now lets you specify a custom graphic for the sprite even when it's set to be stationary.
Not much, but hey!
One feature people have requested that I didn't include is having sprite sizes other than 16x32. I couldn't have that controlled by extra bytes because I've used them all up, and it would involve changing the ASM as well as the configuration tool, which I don't think I have the time for. As always, anyone willing to implement this is free to submit an update!