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Custom "Shooting" Power-ups

SMW Sprites → Custom "Shooting" Power-ups

Submission Details

Name: Custom "Shooting" Power-ups
Authors: 1524, RussianMan
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This package lets you to create new "Shooting" based power-ups, where the player can shoot extended sprites, both new and old, depending on "power" state.

Comes with boomerang and hammer powers, that were originally made by 1524 (ICB) and 3 new powers.

More details is in the readme.

V.1.2 - Most notable changes are support for the item box and one new power.
Tags: ability lorom pacifist power power-up power-ups projectile sa-1
Comments: 44 (jump to comments)
Rating:
4.0 (1 rating)
No rating
Download 35.90 KiB | 1,763 downloads

Screenshots

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Comments (44)

ELKIRA Link
How can I make each power up have its own icon?
 RussianMan Author Link
Make sure you insert EVERYTHING correctly, power-up sprites, uberASM, extended sprites, and make sure there's no freeRAM conflict. SpriteToShoot is used by respective power-up (configured by sprite's extra property byte in .cfg) to allow shooting the projectile. By default, for example, hammer power-up has extra prop. byte set to 0, so it'll use the first entry in SpriteToShoot table, which by default is db $00+!ExtendedOffset. That means it'll use custom extended sprite 0 from the sprite list.
bblakebb Link
RussianMan, I'm just not sure what value I need to use underneath the SpriteToShoot section. I've tried several things but can't get it to work. What am I missing?
SpriteToShoot:
db $00+!ExtendedOffset
db $01+!ExtendedOffset
db $02+!ExtendedOffset
db $03+!ExtendedOffset
db $04+!ExtendedOffset
solgaleo35 Link
Im a massive noob at this, but how do you get it to shoot the projectiles? I put the sprite numbers in the SpritesToShoot table but It still wont shoot anything. also, how do you tell it what ExGFX to use for the sprites?
simon.caio Link
great stuff!
Apple Boy Link
Is it compatible with DKCR status bar if the item box is turned off?
 RussianMan Author Link
No and no.
Josuke Yoshikage Link
Is it compatible with the minimalist status bar and perfect powerdown patches?
bandicoot Link
I see, it would be cool tho, I always found the smw's original powerdown a bit too punishing in hacks.
But these are great as they are, I would love to see a cloud flower powerup from Mario galaxy 2 added in this pack too in a update, I think the clouds are probably not much hard to code since they are just a stationary platform.
KaidenThelens Link
Help! I can't make the hammer suit shoot hammers! What am I doing wrong?#smw{o_O?}
Koop the Koopa Link
This...
Is heaven...

AMAZING!
yoshisworld233 Link
Great!
Santi Link
!YOU'RE AMAZING!i want us to be friends with SMS central#smw{<3}#smw{<3}#smw{:peace:}
 RussianMan Author Link
i don't think so, since player is put in a big state, so they become small on hit in any case. i'll look into it.
bandicoot Link
Hello, is it possible to use this in conjunction with the "better powerdown patch" as in when Mario gets hit he return to his big Mario form instead of small?
Sonck's entertainment Link
Prefiero ver el tutorial de Lx5 que parchar esto
AuraDee Link
Tested with Asar v1.71, BSNES v87 (BizHawk), LM 3.11, PIXI v1.2.14, SA-1 v1.32, UberASM Tool 1.4.
Great work. There's a lot needed for setting these powerups up properly, but once you do so it all functions flawlessly.
 RussianMan Author From older version: Custom "Shooting" Power-ups Link
make sure you installed included uberasm (and read readme plz)
Idunno From older version: Custom "Shooting" Power-ups Link
I inserted the boomerang powerup sprite and extended sprite, but ingame, it doesn't do anything. It just acts as a mushroom. I was wondering if I did something wrong? (I'm new to inserting sprites)
zacmario Link
I like these
CapitanFrio09 Link
Originally posted by RussianMan
Did you make sure you've installed uberASM codes that came with it? If so, also make sure you set correct extended sprites under SpriteToShoot table from ShootExPower.asm

Now yes, I have just fixed, Thanks you #smrpg{y}
codfish1002 Link
Is there anyway to configure a certain sprite to not get damaged by this?
 RussianMan Author Link
Originally posted by CalHal
Can you please show score sprites after Mario touches the power up?


Phine. But i won't re-record gifs to show that off.

Originally posted by CapitanFrio09
When I try to get the ice flower, don't allow me throw the iceball. There's some problem with that? I checked the instructions of that and nothing to work


Did you make sure you've installed uberASM codes that came with it? If so, also make sure you set correct extended sprites under SpriteToShoot table from ShootExPower.asm

Originally posted by HammerBrother
When having the powerup, do they consume sprite slot the entire time until the player takes damage?


No. Power-up is a mere switch to activate powers, just like vanilla power-ups. They're handled through the uberASM.
HammerBrother Link
When having the powerup, do they consume sprite slot the entire time until the player takes damage?
CapitanFrio09 Link
When I try to get the ice flower, don't allow me throw the iceball. There's some problem with that? I checked the instructions of that and nothing to work
CalHal Link
Can you please show score sprites after Mario touches the power up?
 RussianMan Author From older version: Custom "Shooting" Power-ups Link
you can't, for now.
codfish1002 From older version: Custom "Shooting" Power-ups Link
How do i make this storable in the item reserve box?
 RussianMan Author From older version: Custom "Shooting" Power-ups Link
yes, if you use uberasm in different levels or make it global (Gamemode 14)
TheOrangeToad From older version: Custom "Shooting" Power-ups Link
can you use the powerup from a different level to a new level?
 RussianMan Author From older version: Custom "Shooting" Power-ups Link
does that mean I forgot to include them? if so, whoops.
 Major Flare From older version: Custom "Shooting" Power-ups Link
Nice update. Sorry for the delay, as this should be moderated faster. On a side note, added the other powerup cfgs (shuriken and ice flower).
zacmario From older version: Custom "Shooting" Power-ups Link
Sweet, I look forward to using this. Seems a lot more flexible then alternatives.
 RussianMan Author From older version: Custom "Shooting" Power-ups Link
that's in the future.
zacmario From older version: Custom "Shooting" Power-ups Link
So you can lift the ice blocks, or that's in the future?
 RussianMan Author From older version: Custom "Shooting" Power-ups Link
Did a few minor corrections. First, now iceballs generate hit sound on enemy hit (kill sound defines were previously unused).
Second, I removed ExtendedBlockInteraction routine, because it wasn't used by any extended sprite (those that use block interaction use different method that I thought is better).
And lastly I added "make ice blocks carryable" to planned updates list, I wanted to add it initially but I didn't because... no reason.
 RussianMan Author From older version: Custom "Shooting" Power-ups Link
Forgot to include SpawnMinorExtended routine for ice block. Those who don't have it redownload!
zacmario From older version: Custom "Shooting" Power-ups Link
Preety sweet alternative to the other power up patch!
Klug From older version: Custom "Shooting" Power-ups Link
SHURIKENS!
 Telinc1 From older version: Custom "Shooting" Power-ups Link
Score sprite spawning was broken on both LoROM and SA-1. On LoROM, it was a simple fix because the routine you call expects a sprite in X, so all that has to be done is move Y into X before calling it, then restore both of them.

SA-1 is a little weird. The remap moves some sprite tables ($9E, $D8, and $E4) out of the direct page. To avoid having to move or hijack every single routine which references them, it places pointers to the correct index in the table at $B4, $CC, and $EE. The score sprite routine uses both $D8 and $E4, so I had to calculate and store the correct pointers in $CC and $EE. As I said, I'm not sure if there's a better way to do it, but it's at least better than copying over the whole routine.
 RussianMan Author From older version: Custom "Shooting" Power-ups Link
I knew about score sprites not spawning correctly issue, but nobody answered me how to fix it when I asked.
For $19 and $0DC2 - yeah, I forgot to fix it, but submission was under moderation already, so... I mean I could've submitted the fix, but I didn't wanted to disturb moderator. :shrug:
 Telinc1 From older version: Custom "Shooting" Power-ups Link
This is a very good alternative for those who want custom powerups without inserting anything too complicated. Adding new powerups is very easy for those who have basic ASM knowledge.

I should note that I fixed three things during the moderation. The item box contents were being incorrectly set (the values for $19 and $0DC2 don't match up), so I made it use a lookup table. I also fixed score sprites from killing enemies (though I'm not sure if it's the best way for SA-1), an issue which I missed during the previous moderation and so will not count as a rejection reason for this update. Finally, I reconstructed the correct graphics for the boomerang from the GIF, so now the included graphics file will work out of the box.
 RussianMan Author From older version: Custom "Shooting" Power-ups Link
Fixed most of issues pointed in removal log. Not sure what means "the boomerang is in the wrong place", is it like sprite tile's angle? As for "Item Box Special" patches support thing: I've considered that for next update, after this submission gets accepted.
CalHal From older version: Hammer and Boomerang Powerups for Mario Link
LX5 has already made custom power ups. Including hammer and boomerang.
https://www.smwcentral.net/?p=viewthread&t=79053

Can you remove it?