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New YI sprites

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Consider this sort of a late progress thread.

I'm making a couple of sprites from YI, and here's what I've done so far:

Download #1 [SP4]

-Ghost guy. It hovers, rather than travelling along the floor but it's motion is the same I think. Uses the extra bit to decide if it roams freely and extra byte for the range.
-Gusty + generator. Apparently, it's already been done but it was complete by that time so what the hell. The generator can be tweaked to control how often they're generated and what directions they come from.
-Fang. Extra bit defines how it flies (hanging or flying in sine wave) and extra bytes determine range between mario to activate / flying speed.
-Cloud drop. Pick a range with the extra property byte. Not much else to say.
-Flying wiggler. Chases Mario if you stomp it's head / get within a distance of it [Extra bit] until counter in Extra Property Byte 1 expires or you lose it yourself.
-Grunt. Walks / runs and optionally stays on ledges and follows mario.

Download #2 [SP3]

-Tap-tap***. Jumps / walks depending on extra bit. optionally stays on ledges and follows mario, like the grunt.
-Baron Von Zeppelin. Balloon holding a sprite that floats towards Mario. See the .asm on how to config it. The defaults that come wtih it include Goomba, needlenose and shyguy.
-Needlenose. Comes with Baron Von Zeppelin. It's the bouncy green cactus. You can set the jump height in extra prop 1.
-Big Boo. A 32x32 Boo.
-Egg Plant. The plant which usually shoots eggs in YI, but can also shoot enemies. You can control what sprite it shoots, whether it's custom / standard, and how many of the generated sprites can be onscreen at once.
-Stretch. The stretched shyguy. It moves on the ground with the same configurable motion as ghost guy. Free roam [Extra bot], range and ledge can be controlled. This one just dies when you jump on it, didn't plan very much.

***: I have zero problems with this sprite, but other people get some pretty nasty issues with it. It will not be 'fixed' since I am not going to try and fix a problem without a logical cause and effect.

Comments and feedback appreciated.

Download #3 [SP4]

-Wild Ptooie Pirhana. Green plant that shoots needle nose bombs. Takes 3 hits to kill.
-Needlenose bomb. Used with the above.
-Rideable balloon. A balloon you can hop on for a (slow) ride.
-Rideable balloon shooter. A shooter that generates a stream of balloons from the ground like the ones form YI.
-Fly guy. Flying shyguy that holds and releases an item when you kill it. See .asm for cfg...
-Potted spiked funguy. A green cactus plant that jumps in a pot or walks along the floor.

Dynamic sprites

Requires the patch (in the folder) to be patched to your ROM with xkas. The GFX are located in a .bin file which must be placed together with the .asm in the sprite folder.

-Rolling goonie. Fat rolling goonie that can harm you, but can also give you a ride.
-Spinning log. A stationary log that spins periodically, tossing you off it if you're still standing on it.
-P-switch. A stationary squishy pswitch that depending on the extra bit can affect the blue pow timer or the silver pow timer.
-Woozy guys. Jumping spinning shyguys, I have them in 16x16 and 32x32 sizes.
-New Wild Ptooie Piranha. The new dynamic version which operates far better than the original and features smoother graphics than the original. It's customizeable to a fair degree, but you have to pay attention to what it says in the .asm file.
-Bullet Bill. The dynamic bullet bill launcher that shoots a large green bullet bill.

Don't PM me with private requests
Like these sprites. I think most of your sprites use SP4. Make some that use SP3. Ok?
Why don't you change that yourself Reini? ¬_¬

Anyways, this seems great! I think I have a good idea of how to put the Ghost Guy to good use. :P
Pretty cool!
Originally posted by smkdan
-Ghost guy.
-Gusty + generator.
-Fang.
-Cloud drop.


Your skills are impressive. We are grateful for your hard work, thank you.

*goes to test the YI sprites*
They're all great but the cloud sprite has a problem, whenever i throw a block at it, it falls and turns into 2 default blocks.
Help plz?

thats cool

Very nice sprites.

Nice work. My favourite sprite is the cloud drop. How do i make all of the sprites use SP3?
Thanks for the comments.

Bomb-omb: I get no such problems from here. When I throw blocks / shells at it it turns into a puff of smoke which is part of the GFX that's usually always in SP1.

If you want it to use SP3 subtract 0x80 from all the TILEMAP entries in each sprite.

Also, I'm scratching the fly guy because running the sprite creation routine seriously screwed up the SUB_OFF_SCREEN evaluation (it falls through the top). So, I added a dirty hack for it but it didn't do much good. then I realised it only works when you stomp it normally and to my knowledge there's no way of knowing from the routine that it's been hit by some foreign object like a block or shell. I realise there's pretty much zero documentation beyond the absolute basics so I have to learn from the source of other sprites, and I'm not aware of a sprite that spawns another sprite when killed. I'll stick something else in it's place.
Here's another idea for a sprite, a lava drop, like the on from the very loooooooooong cave.
May I suggest you make an castle enemy?
The guy with the spiked hat. Here's a screen.


Yes that's your hack S.N.N. :P


The extra bit would make them walk fast or slow.

I have no idea how easy this would be...
Originally posted by Boing
May I suggest you make an castle enemy?
The guy with the spiked hat. Here's a screen.


Yes that's your hack S.N.N. :P


The extra bit would make them walk fast or slow.

I have no idea how easy this would be...

You could also make that mean sunflower over there.

smkdan wrote:
If you want it to use SP3 subtract 0x40 from all the TILEMAP entries in each sprite. end message.

I don't know English that well, so please tell me how am I gonna do that?
Including wiggler, I have 4 16x16 panels, 3 of which can go to the helmet, head and body and the one that remains can be set for the feet (if I figure out how). As far as difficulty goes, I'd probably spend more time animating it than doing it's behaviour. It just walks / runs left / right, right?



These use 5 tiles each, since I dropped the 'peripheral wings'. I really have to say that SMW really sucks with it's sprite handling. The 7 tile versions wouldn't display more than 1 and a half. Yet, it has no problem displaying 3 of these. What the crap...
Wow and they also have the respective colours like the koopas, just like mikeyk's spike sprite.
I can't wait for those wigglers!!!
It seems that your gusty is broken. When in-game, it uses the gusty tilemap, but flipped and goes way too fast.
My bad, had it in use with the generator most of the time so I didn't notice...

I editied my post with a new link.
Smkdan, so you're saying I load the GFX file into Sp4....?

Awesome sprites. And Bomb-omb thinked that the YI Cloud made by Carol was yours.
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