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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.Not logged in.
Details for Classic Goomba and Bouncing Paragoomba v1.1
SMW Sprites - Classic Goomba and Bouncing Paragoomba v1.1
File Name: Classic Goomba and Bouncing Paragoomba v1.1
Added:
Version History: View
Authors: Blind Devil
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is a stompable Goomba/Paragoomba that behaves like in SMB3. Extra bit determines if it'll be a regular Goomba or a Bouncing Paragoomba. Includes a define in the ASM file which allows you to use a separate palette for both variations or not.
Tags: enemy, goomba, sa-1, smb3
Rating: 5.0 (Votes: 1)
Download: Download - 10.42 KiB
340 downloads
Screenshots
Image
Hasuke
You don't use Romi's Spritetool for this, use PIXI, or Giepy. Whatever you want. The one I'm using right now is GIEPY.
Posted by: Hasuke -
Young Boi
sprite tool says that i should abort it whenever i try to insert it, do i do what it says, or do i keep going?
Posted by: Young Boi -
juaneergameer
When you hit them with something like a coin it ",falls like a normal goomba and spawns a parakoopa
Posted by: juaneergameer -
Blind Devil
Fixed. It was just a simple CFG overlook - the 'Falls straight down when killed' box was unchecked. It's checked now.

Thanks for reporting, toad64!
Posted by: o Blind Devil -
toad64
I find a bug that happen where you do a spin attack with a cape or raccoon leaf.
Posted by: toad64 -
Blind Devil
This version fixes the flashing invulnerability timer being set to #$01 after stomping the sprite if the player is already flashing (in other words, if timer is non-zero).
Posted by: o Blind Devil -

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