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Customizable Firebar

SMW Sprites → Customizable Firebar

This file is obsolete. The latest version is Customizable Circle Sprites. For other versions, check the version history.

Submission Details

Name: Customizable Firebar
Author: Isikoro
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is a firebar with a lot of customization options set with the extra bit/extra bytes.

You can:
- Change the length
- Change the initial angle
- Fine-tune rotation speed
- Set pendulum movement (You can set the direction of gravity.)
- Set that the on/off switch reverses rotation or stops rotation
- Resize the fireballs (8x8 or 16x16)
- Move the firebar with layer 2
- Shift the place of appearance with the initial routine according to the length

Check out the readme provided for more info.
Tags: customizable firebars lorom sa-1 smb1
Comments: 17 (jump to comments)
Rating:
5.0 (2 ratings)
No rating
Download 10.46 KiB | 1,312 downloads

Screenshots

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Comments (17)

MegaSonic1999 Link
Originally posted by MegaSonic1999
I'm using the lastest version of pixi, and it's working now.
However, there's another issue with the sprite itself:

The long firebar works well, but the small firebars only spawn one fireball without hurting the player.
I already checked the extra bits and extra bytes, and it's the same as shown in the screenshots above. Also, I'm already using the "no more sprites tiles limits" patch, and the sprite memory is set to 10 in order to work.
How do I fix the small firebar problem?

Never mind, I've figured out what the problem was.
Sorry to bother you.
MegaSonic1999 Link
I'm using the lastest version of pixi, and it's working now.
However, there's another issue with the sprite itself:

The long firebar works well, but the small firebars only spawn one fireball without hurting the player.
I already checked the extra bits and extra bytes, and it's the same as shown in the screenshots above. Also, I'm already using the "no more sprites tiles limits" patch, and the sprite memory is set to 10 in order to work.
How do I fix the small firebar problem?
MegaSonic1999 Link
Originally posted by Anorakun
I don't see a reason for you to keep using the old version. The new one (currently approved in the site) is very stable. lol.

Except that I started using an old version long ago before this sprite was released, so I don't want to risk having my hack running on bugs after changing the version. Can't I simply change something in the routine: "suboffscreen_new.asm"?
 Anorakun Link
Just make a copy of the rom and see if everything explodes with the new version, simple. That is why you should always backup your rom.
 Anorakun Link
Originally posted by MegaSonic1999
Nope, but could it work even with a bit old version?


I don't see a reason for you to keep using the old version. The new one (currently approved in the site) is very stable. lol.
MegaSonic1999 Link
Nope, but could it work even with a bit old version?
Isikoro Author Link
Originally posted by MegaSonic1999
I got this error:
An error has been detected:
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:101 (called from c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:108): error: (E5088): Define 'Disable255SpritesPerLevel' wasn't found.
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:150 (called from c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:108): error: (E5116): Unclosed if statement.
How do I fix it?

Is PIXI the latest version?
MegaSonic1999 Link
I got this error:
An error has been detected:
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:101 (called from c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:108): error: (E5088): Define 'Disable255SpritesPerLevel' wasn't found.
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:150 (called from c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/routines/suboffscreen_new.asm:108): error: (E5116): Unclosed if statement.
How do I fix it?
PermaBan Link
Originally posted by CalHal
Is there a double or triple Firebar in this pack?

Why don't you just download the pack and figure it out?
CalHal Link
Is there a double or triple Firebar in this pack?
Isikoro Author Link

Left : UnShiftable
Right : Shiftable
 Kevin Link
Tested with: Lunar Magic 3.20, Pixi 1.2.15, SA-1 1.32, Snes9x 1.60.
This is a very cool sprite, it basically combines the classic firebar and pendulum firebar in one and adds more customization options. It might not be super easy to use at first, due to the various parameters (bitwise and not) you have to consider but the readme is pretty clear in how to achieve all the effects. I didn't find any major issues so, accepted. A few notes for the users:
- The center fireball of the firebar doesn't actually hurt you, so make sure you always place it over a solid/hurt block.
- The layer 2 option works fine for everything that moves layer 2 using the $1466/$1468 addresses (so, most of layer 2 scrolling codes including all vanilla layer 2 scroll sprites and layer 2 codes in the uberasm section). A case in which it doesn't work is when layer 2 moves in a "parallax" fashion, where it moves depending on the camera (like, having layer 2 scroll set to variable).
- The No More Sprite Tile Limits patch is greatly suggested to use, especially if having long firebars or a lot of firebars on screen.
- The pendulum option might be a bit harder to grasp on how to make it do what you want at first, because it depends on both the pendulum speed/gravity direction and on the initial angle set in the 3rd extra byte. The sprite will always oscillate between the initial angle and its "specular" angle (if using the bottom/top setting, imagine a vertical line passing through the center, and the firebar oscillating between the two sides of the line at the same relative angles. For the left/right setting, it's the same but with a horizontal line instead. Also, this is hard to explain in words so just try it out and it should be clearer).
- I don't really get what the shifting option is for. Besides the fact that I don't think I fully understand how it works (from my experiments the firebars shifts in a certain direction when spawned depending on how long it is, but it also erases another firebar if it happens to be on the shift destination. Also the firebar will disappear if it overlaps with Mario on spawn?), but it seems to work as intended. Just, I don't see what's the point in using this when you can just change the spawn position by placing it in a different spot in the level.
Overall, very good job with this!
dogemaster Link
thank you isikoro for making this, this is extremely useful
Isikoro Author Link
Originally posted by Isikoro
Originally posted by P-Tux7
for pendulum movement is there an option to have it act upside down? like it swings from left to right but on top of the block

There is none. sorry.

Enabled to set the direction of gravity.(90 degree unit)
At the 6th and 7th bytes of Extra Byte 1
Thiago678 Link
Is this japanese? Because I don't know japanese.
Isikoro Author Link
Originally posted by P-Tux7
for pendulum movement is there an option to have it act upside down? like it swings from left to right but on top of the block

There is none. sorry.
P-Tux7 Link
for pendulum movement is there an option to have it act upside down? like it swings from left to right but on top of the block