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Tip: The music in SMW's default castle/ghost house intros and boss battles can be changed by hex editing. See $0584DB and $0584E2 in the ROM map.
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Details for Birdo
SMW Sprites - Birdo Link - Show random
File Name: Birdo
Authors: mikeyk
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: The miniboss creature from SMB2 that spits eggs and fireballs. Projectiles are included.

This sprite was part of mikeyk's SMB2 Updated sprites pack, and was resubmitted separately after the remoderation for ease of search and to fit current standards.
Tags: boss, enemy, lorom, rideable, sa-1, smb2
Rating: 5.0 (Votes: 3)
Download: Download - 13.26 KiB
works perfectly and for the palete i think changing the properties could help i don't know
Posted by: Amomario123w - | Link
Elie Barnes
shouldn't the fire birdo be red?
Posted by: Elie Barnes - | Link
For the ones than are having problem with birdo shooting wrong projectiles, go to the asm file, search for !spawn 1 and put the number of the position you put the egg on pixi. That will make it shoot eggs.
Posted by: PedroHrodrigues - | Link
Originally posted by Mr. MS
Not working, it shoots koopa without shells with garbled pallete.
Posted by: Eduard - | Link
It's freezing on my hack. How can I install it correctly?
Posted by: Brutapode89 - | Link
it's a nice sprite, very well done
Posted by: PedroHrodrigues - | Link
So for clarification on setting up this sprite.

Change the !spawn1 and !spawn2 defines in the birdo_smb2.asm file with the sprite numbers for the birdo_fire.cfg and carryable_egg.cfg that are in your list.txt file.

This took me a bit to figure out but now I'm having fun with it! Thanks!
Posted by: duders - | Link
When small, the projectiles just go over Mario. Which is a bit of a downside once you notice it
Posted by: Romano338 - | Link
@Mr.MS Maybe You Did Not Change The !Spawn1 And !Spawn2
Posted by: huzaif - | Link
Mr. MS
Not working, it shoots koopa without shells with garbled pallete.
Posted by: Mr. MS - | Link
I see. It's the SMB3 Status Bar. I ported it to a new ROM and it works!
Posted by: Rykon-V73 - | Link
The Birdo works now, but another problem showed up. When I get the orb, the victory music plays, but the level doesn't end at all.
Posted by: Rykon-V73 - | Link
Blind Devil
Fixed Birdo's CFG file which was using wrong value for Extra Property Byte 1 (bit 7 determines if the sprite will be Birdo or the level ending orb - the latter is automatically set by Birdo when defeated).

Thanks to Rykon-V73 for reporting the issue.
Posted by:  Blind Devil - | Link
You're really on top of it with these SMB2 sprite remoderations. All the nice extra features and so on. Kudos.
Posted by: Mogu94 - | Link
Blind Devil
Corrected Birdo's fireball CFG file so it uses default interaction with the player and uses palette A now. Added a spitting interval table to Birdo, so it behaves even closer to SMB2, especially when alternating between spitting eggs and fireballs. Added an option for the sprite to spit an orb which triggers the level end after being defeated, configurable through a define in the ASM file. Added hitpoints define, so you can change how many hits it takes to be defeated. Defines for tilemaps, spawned sprite numbers and sound effects were added for more user-friendliness. Corrected the egg's Y-flip in its drawing routine. Removed unnecessary codes from both Birdo, the egg and the fireball. Added screenshots, tags and SA-1 support.
Posted by:  Blind Devil - | Link

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