Originally posted by imameliaAre you planning to release this?
Yes and no. I plan on putting it in my file bin when I'm certain all the bugs are worked out. I am not, however, going to get it to the point where it's submittable; I don't care about the credits, original bosses, etc, and it'd take some work to get them compatible. Plus it's not compatible with custom sprites without modifying their graphics routines to use the new indexing.
QuoteHow many hijacks did you have to make?
Way too many.
QuoteAnd is there a way to hardcode sprites to a certain general area (for example, if I'm making a mine cart sprite and want to ensure that it goes over top of the player)?
Of course. There's six "tiers" of sprite priority:
- Really really high: item box item, bonus stars
- Really high: projectile type sprites
- High: Anything else intended to above mario/yoshi
- Mario
- Yoshi
- Normal: Anything else
You can draw sprite tiles to any of those (except mario/yoshi, obviously), and they'll be ordered and placed in the real OAM accordingly.
QuoteAlso, I noticed that there are 12 sprites on the screen, even though SMW normally has only 10...is that a side effect or a separate code?
There's 12 slots but no level setting will allow those last two normally. I changed that
(side note: fireballs don't even check collision with the last two... that was annoying to figure out)