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Tip: The No More Sprite Tile Limits patch does NOT increase the limit for the amount of sprites onscreen at once. The SA-1 Pack does.
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Details for Better DKC2-styled Skull Kart
SMW Sprites - Better DKC2-styled Skull Kart Link - Show random
File Name: Better DKC2-styled Skull Kart
Authors: Blind Devil
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: A cart thing that moves automatically, similar to the one in DKC2. It has improved speed handling, uses more animation frames for going up/down slopes, as well as extra features - like slight accel and decceleration by pressing right or left.
Tags: dkc2, lorom, minecart, pacifist, sa-1, skull
Rating: 5.0 (Votes: 3)
Download: Download - 10.03 KiB
aka the Sans kart. As far as I've tested it, this works great! Just modified the course in order to avoid the limitations and it's going pretty good.
Posted by: Galeth - | Link
I wish there was some way to make Mario exit the kart mid-level, but ah well. Still a cool sprite, works as advertised!
Posted by: Epic_Manky - | Link
Mr. MS
That's very cool!
Posted by: Mr. MS - | Link
Jonah BearAwesome
Hey How to Do That I Try Get This Want I Was Go Sprites Tool Is Not Work it
Posted by: Jonah BearAwesome - | Link
I made a couple of optimisations in the code, at the places with the big block of compares and branches, specifically the code to set the the slope state (it had been changed to a table and also features conveyor slope compatibility) and the GFX tilemap (used to jump to the place to load a different table, now all tables are shared but the correct index is now calculated).

Other then that, the skull cart is the best you can go without resorting to patches. It's GFX heavy (taking a whole page) so it limits the amount of sprites you can use with this and you still "can"* spin jump, spin the cape, shoot fireballs, can duck and do some other actions but you can't prevent these with just the skull cart.

*"can" in quotes because the sprite reverts the spin jump to a regular jump, set the cape spin timer to zero and removes the fireballs, respectively, but the sound effects still play.

That being said, this skull cart is really an improvment over Wii's (and Carol's version if you got their version). More frames, better speed and less weirdnesses, that's all this sprite needed.
Posted by:  MarioFanGamer - | Link
This is perfect considering I am making a world that takes place in a mine shaft. Thanks a lot BlinDevil!
Posted by: Skewer - | Link
Final Theory
Skull carts are cool because it has skulls and skulls are cool. Also mines are cool too. Skull mines...... and carts..... mind carts.... yes.....
Posted by: Final Theory - | Link

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