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Spark Bounce patch / customizable assembly

Started by Kejardon, February 05, 2019, 12:41:19 AM

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Kejardon

Video: https://www.youtube.com/watch?v=_4BOgETYpJs
This patch doesn't provide the Super Jump --> Speed run functionality, that's separate. This is just for bouncing off of walls.

It's designed to be patched into other hacks fairly easily and flexibly, using xkas. There's a README file for which files to modify/compile for however you want things to work. I haven't tested every customizable option fully, but everything works with defaults.

Player controls:
Shinesparks work as normal up until you hit a wall.
When you hit a wall, if you are holding the jump button, you will stop on the wall. From there you have about a second to choose a direction to jump in - Up goes up (letting go of jump also goes up), left or right go horizontal, and aim-up goes diagonal.

Jiffy

Quote from: Kejardon on February 05, 2019, 12:41:19 AM
Video: https://www.youtube.com/watch?v=_4BOgETYpJs
This patch doesn't provide the Super Jump --> Speed run functionality, that's separate. This is just for bouncing off of walls.

It's designed to be patched into other hacks fairly easily and flexibly, using xkas. There's a README file for which files to modify/compile for however you want things to work. I haven't tested every customizable option fully, but everything works with defaults.

This looks neat! Don't forget to upload it as a resource to the main site.
Does Samus latch onto the wall when she hits a wall, or does she rebound after a short delay? It's rather hard to tell.

Kejardon

Thanks for the advice, I've added more info about it in the first post and uploaded it as a resource.

FPzero

I always thought that video was really neat, so it's cool to see a patch for it get released. Hopefully we'll see some people incorporate it into future hacks.