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Boo Ring

SMW Sprites → Boo Ring

Submission Details

Name: Boo Ring
Author: Akaginite
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is a custom sprite version of the Boo Ring. It is more efficient than the vanilla version and quite customizable.

You can set the number of Boos, space between each Boo, radius, speed, and rotation direction for every instance of the sprite. The rotation direction is controlled by the extra bit (clockwise if clear, counter-clockwise if set). The sprite uses all four extra bytes (the extension field in Lunar Magic's "Add Sprite Manual" dialog) to control, in order, the number of Boos, the space between each Boo, the radius, and the speed. An extension of 0A285010 (10 Boos, $28 pixels between each Boo, a radius of 5 tiles = $50 pixels, a speed of $10) replicates the vanilla Boo Ring.

The No More Sprite Tile Limits patch is required if you want to use this sprite.

Note for advanced hackers: This sprite uses the WRAM write registers ($2180-$2183) for its OAM transfer. If you use these registers during an interrupt, there might be a crash. If you don't know what this means, you probably don't have to worry about it.

2017/09/07 Update
- Merged the normal and SA-1 versions.
- Made the sprite use extra bytes instead of define and extra property bytes for its options.

2016/06/14 Update
- Fixed to turn in the correct direction. (BooRing.asm)
- More optimized. (all sprites)
Tags: boo circle lorom ring sa-1
Comments: 16 (jump to comments)
Rating:
5.0 (8 ratings)
No rating
Download 2.64 KiB | 1,878 downloads

Screenshots

Comments (16)

niko Link
awesome sprite
 Kevin Link
Pay attention that getting hurt while on Yoshi by this sprite will make Yoshi run away faster than vanilla. If you want to have it the same as vanilla, change
Code
.SetXspeed
    db $20,$E0

to
Code
.SetXspeed
    db $18,$E8
Rodrigo Link
#smrpg{<3}
Romano338 Link
Really nice!
 RussianMan Link
wait wait wait, it doesnt uses cluster boos? Neat.
Akaginite Author Link
@Bugsbunny205 Old version is here.
its can use Romi's Sprite tool and PIXI version 1.00.
 Telinc1 Link
Not anymore. Even it didn't use shared subroutines, Romi's SpriteTool does not support extra bytes.
Bugsbunny205 Link
oh! also does it work with Romi's Sprite tool?
 Telinc1 Link
Converted to PIXI and merged the SNES and SA-1 versions of the sprite into one ASM file. The sprite now uses its extra bytes to control its attributes (previously, it used defines in the ASM file and the two extra property bytes).
Vitor Vilela Link
Added more tags.
Von Fahrenheit Link
Moderator's note: This sprite is easy to tweak and more efficient than the vanilla version, which just makes it straight-up better. Recommended for sure.
anonymousbl00dlust From older version: Boo ring Link
Fantastic job. Thank you so much for making this!
lx5 From older version: Boo ring Link
@GHB: Wouldn't be doable if you made a boo ring that's made from normal sprites; there are clearly more than 12 boos on those screenshots. The sprite runs a custom hitbox routine which seems to take the position of each boo and store their information on stack to work with that.

Very clever usage of stack in my opinion.
HammerBrother From older version: Boo ring Link
Small question: Does each boo takes up a sprite slot, or they share the same slot with a hitbox modifier?
Zircon From older version: Boo ring Link
This is an awesome sprite you made! It will definitely make the original obsolete!
Von Fahrenheit From older version: Boo ring Link
Moderator's note: Pretty much a strictly better version of the vanilla Boo Ring sprite. It's faster and customizible, definitely recommended over the original.