Name: | Line-Guided Any Sprite v1.2 |
Authors: | Kevin, dtothefourth |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | No |
Description: | This sprite acts as a wrapper for any normal or custom sprite*, allowing it to easily be made line-guided at the cost of an extra sprite slot. Check out the asm file for info on how to use it. Original sprite by dtothefourth, I optimized it a bit and made some fixes: - Now it works properly with Yoshi and with carryable sprites. - Now it works properly when Yoshi or Baby Yoshi eat the sprite. - Now the sprite won't respawn when the wrapped sprite is killed or collected (e.g. sprite killed with a spin jump, collected powerup). - Now compatible with Line Guide Acts-Like fix. v1.1 update: - Small code optimizations. - Added an option in the 4th extra byte to be used with platforms: if set, Mario will move with the platform instead of sliding on it (like normal line-guided platforms do). - Now the sprite uses 8 extra bytes: the last 4 set the 4 extra bytes for the spawned sprite. v1.2 update: - Fixed a bug where if the wrapped sprite failed to spawn (due to sprite slots being full) the wrapper would be erased forever, instead of being able to respawn (thanks to MarioFanGamer for pointing this out). - Added a second platform option, to make it compatible with sprites that use custom platform code (for example, this) (thanks to MarioFanGamer for suggesting this). - Now the sprite uses 9 extra bytes: the 5th one sets the speed multiplier for the sprite (if you want to make it move faster). - Fixed an issue where the sprite would despawn immediately after spawning when using a non-zero offset and spawning it from a specific direction. *Some sprites may not work properly, for example Rotating Platform and Ball n' Chain. |
Tags: | line-guided lorom sa-1 |
Comments: | 24 (jump to comments) |
Rating: |
Download
5.33 KiB | 909 downloads
Comments (24)
About the color issue, I have no clue really.
Well now I feel like a dummy. I had NO idea about the keyhole thing. So yeah, not an issue with this sprite at ALL.
As for the color thing, I still have no clue, but I can at least work around that. Probably just not working with something or other in the code, though the specifics of it are very strange. Anyway, thank you KevinM for the great sprite and also putting up with my general incompetence lmao
The second I'm really not sure whats going on. If I enter a pipe and exit where there's a lineguided keyhole, it just destroys the colors. It changes depending where it is. I've had it go all white, all purple, or just make the backgrounds messed up. The only things visible are sprites. The level loads in perfectly fine if I remove the lineguided sprite from that area.
This all confounds me cause this has been around for a bit and I can NOT be the first person to do these things. The despawn issues happen with a fresh rom, but not the color issues. I have NO idea why that happens, though I don't have much in my rom yet, pretty much just line-fix. I can work around that I guess, but I can't work around the sprites not loading in issue.
The spawn issue might be because keyholes normally don't despawn when offscreen, causing both them and the wrapper to stay loaded. Try using this patch and see if it fixes it.
About the color issue, I have no clue really.
The second I'm really not sure whats going on. If I enter a pipe and exit where there's a lineguided keyhole, it just destroys the colors. It changes depending where it is. I've had it go all white, all purple, or just make the backgrounds messed up. The only things visible are sprites. The level loads in perfectly fine if I remove the lineguided sprite from that area.
This all confounds me cause this has been around for a bit and I can NOT be the first person to do these things. The despawn issues happen with a fresh rom, but not the color issues. I have NO idea why that happens, though I don't have much in my rom yet, pretty much just line-fix. I can work around that I guess, but I can't work around the sprites not loading in issue.
• Lunar Magic 3.21
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60
• bsnes plus v05
• Super Mario World 2: Yoshi's Island - Numbered Platform (for 2nd platform option)
Works as intended, so, update accepted. The speed multiplier is a nice feature, but be careful with it - Mario can be pushed through platforms if the speed is too fast. At the highest speeds, Mario (and thus the camera) can be pushed horizontally so fast (via the platform options) that tile columns can't be updated fast enough and appear glitched. However, in my opinion the highest speeds are too fast to be useful anyway, so this is unlikely to be an issue.
You cannot.
Shoot, I was afraid of that. Could you explain in a little more detail, please? I'm guessing I'll need to add code to the other sprite to attach it to a line guide, right?
You cannot.
• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60
Tested with custom sprites:
• Koopas + Shells + Disco Shell
• Info Box
• Claymore
• Carryable Sprite Killer
• Super Mario Bros & SMW Themed Flag/Flagpole
The original file included didn't fix the platforms sliding issue, but this was fixed by the author. There is still a small movement when Mario's on a platform, but it is much better and shouldn't be an issue in practice. The extra bytes get set correctly for spawned custom sprites, and everything else works as intended, so, update accepted.
• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60
Also tested with:
• Sprite Properties Depending on the Extra Bit
• Line Guide Acts-Like Fix
• Asar v1.71
A very nice sprite! This certainly opens up a lot of new innovative uses for vanilla and custom sprites, and has a little sprinkle of good jank that's sure to be used creatively. Considering most sprites were never intended to be line-guided, I was surprised at how many of them actually behaved well when line-guided - even Lemmy and Wendy Koopa will follow the line! (but their dummies won't). Keep in mind though that some sprites will behave oddly, and some just won't work at all (such as sprite E0 mentioned below). To fix the issue with the chained rotating sprites alternating direction, use the Sprite Properties Depending on the Extra Bit patch.
A few things to keep in mind:
- Most of the vanilla sprites will not align with the lines properly by default. The offset function proves very useful here: XY offsets F8,F8 or F8,F4 work well for a lot of sprites, but you will have to tweak and experiment with them to find the best results.
- Some non-line-guided platforms which move/oscillate will still attempt to move Mario at their hardcoded speeds instead of relative to the line-guided speed, causing him to sometimes slide across the platforms even when no directional buttons are held.
- To get a line-guided Flying Hammer Brother, use this sprite to spawn the flying turnblocks (sprite 9C), then place the Hammer Bro above the sprite.
- Sprites which are coded to move by themselves may shake/jitter when on the line, depending on what their movement is.
- Sprites eaten by Yoshi will not interact with objects when spat out.
For the rotating sprites, the issue is that they use their X position to determine if to rotate clockwise or counterclockwise, but they do so in their main routine: so if they move horizontally, they'll end up switching direction. If you want to fix it, you can use this patch which changes them to use the extra bit instead (so you can also set their direction with the 4th extra byte).
Edit: Initially I assumed that this was a patch without even looking at the section it was submitted in and proceeded to patch it to my ROM, only to come across a slew of errors. Looked at it again, and I realized that it's a sprite! That's actually really nice and much safer than a patch imo.