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Update Sprites-Miscroutines #5

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XBloonyX
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@XBloonyX
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Hey buddy, how are you going with the sprite review?

@XBloonyX
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before you finish, I updated the interaction with Sprite11: Buzzy Bettle and Sprite0F: Goomba so you know before finishing ... thanks for your patience :)

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These are all the issues I could find just based on looking at the code. Could you post a list of sprites you changed so I can put them all in a level and just test them by playing the game?

@@ -35,7 +35,7 @@ TXA
CLC
ADC #$0C
TAX
JSR UpdatePosY
JSR UpdatePosY
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It's generally considered poor form to have lines ending with whitespace.

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what is ending with a blank space, it's not my fault, it's that the editor who uses

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what is ending with a blank space, it's not my fault, it's that the editor who uses

@@ -145,15 +145,12 @@ BNE .end
LDA $0DB9
AND #$18
if !THREEPLAYER || !!SMALLPLAYERS
CMP #$08
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This is an incorrect change - the line you've changed is surrounded by if !THREEPLAYER || !!SMALLPLAYERS, which means that it will only be included in the patch if either the THREEPLAYER option is set or the SMALLPLAYERS option is unset. It means that luigi will be killed when his powerup status is big luigi, which is the intended behavior for those modes.

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THREEPLAYER is a mode where there are three different player sprites, of which the two you play as are different depending on the safe file you're using. It's used for the my little pony sprites. There isn't enough graphics space for both big and small characters in this mode, so the "small mario" state is disabled while it's on.

SMALLPLAYERS enables the "small mario" state. When it's off, players will start as the big powerup and die when hit in that mode.

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I really do not know how that happened if I do not touch anything in the 3-player code :/

(Maybe that's why that mode did not work properly when I tried it :V)

and if it's almost everything you just told me, obviously I have to know the basics of the patch but thanks for the information

STA $1504,x
LDA #$2F
STA $151C,x
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This disables the shrinking animation when luigi gets hit. Why?

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I know that that eliminates it ... but it is very uncomfortable while you are on a level with platforms that move in a straight line (room 00F) and jump to grab a mushroom, since the screen does not freeze, luigi is in the air and the platform leaves it behind letting it fall into a precipice, the animation would be much better if the screen freezes

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and when you're hit it's also the same case

@@ -180,7 +177,7 @@ LDA #$E8
STA $B6,x
endif

LDA #$60
LDA #$90
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I think the correct value is actually 7F (see $00D140 in the smw rom)

;
; SuperBoostSpeed
;
; SuperBoost's Luigi's speed as though he stomped on an enemy.
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Can you clarify the difference between a boost and a superboost?

src/sprites.asm Outdated
LDX $0F65
RTS

JumpNoSquash:;JUMP NO MATANDO SPRITES
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comments should be in english :(

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im fixing that :(

src/sprites.asm Outdated
@@ -777,60 +922,321 @@ RTS
.koopanumbers
db $04,$04,$05,$05,$07

Sprite0D: ;keyhole
Sprite0D:;Bob-omb
JSR Sprite0F
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Instead of adding a call to Sprite0F, you should move the Sprite0D label to the same position as Sprite0F. Look at how Sprite08-Sprite0C do it immediately above.

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I know that I'm also fixing it ... it's just that I did not know about the sprites

LDA $14C8,y
CMP #$09
BNE GoombaReg
akakakakaka:
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labels should generally be descriptive...

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sorry, this code is a copy of the interaction of the koopa (changed to work)

src/sprites.asm Outdated
LDA $14C8,y
CMP #$09
BNE BuzzyReg
akakakaka:
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see above

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the same as above

src/sprites.asm Outdated
RTS

Sprite2A: ;upside down piranah plant
Sprite2D:;Baby Green Yoshi
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There's no point in supporting the baby yoshi since it's impossible to support adult yoshi. There just isn't enough space in SP1 VRAM for both luigi and yoshi.

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I know, but I could not leave it as it was :v

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ok thanks for reporting the errors, leave me and I try to fix it as fast as possible :(

(need my misc routnies to work) 
Added a Large Number of interactions :D
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