Name: | Customizable Exploding Block Sprite |
Authors: | Davros, dogemaster |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | No |
Description: | This is a customizable version of the exploding block sprite disassembly. Also converted the cfg to json. Uses four extra bytes which can be used to determine the following: 1. Sprite to be spawned when mario gets near the block. 2. Sprite status (more about that in the ASM file. 3. X-Speed. 4. Y-Speed. Make sure to read the asm file, it'll probably answer all your queries. The main useage for this could be to make sprite spawns consistent and not have them depend on when the screen is scrolled but rather when the player comes close OR just yeet sprites. |
Tags: | exploding block lorom sa-1 |
Comments: | 6 (jump to comments) |
Rating: |
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3.15 KiB | 676 downloads
Comments (6)
and so does the blue koopa.
Weeee
he has changed the x and y speeds i think
Lunar Magic 3.21
Pixi 1.2.15
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60
Yeet. Messed around with some of the customization options and they all seemed to work fine from when I messed around. Definitely a useful variant of the disassembly because of these options, so it can be accepted. I will note that setting the sprite state to #$01 typically works better so that the sprite can run its initial routine first before jumping into main. Worked fine for the vanilla sprites I tested, but for custom sprites setting it to #$01 was much better.
and so does the blue koopa.
Weeee