Language…
20 users online: adamlucero, Bonobi, Buflen, DesRie,  Hazel, Kimota, Knetog, MegaSonic1999, miner50, mizounimax, Nicole from space, OThomas, PermaBan,  Ringo, Roob, SF - The Dark Warrior, StackDino, Stivi, T-Bone, TR618 - Guests: 133 - Bots: 214
Users: 66,444 (2,341 active)
Latest user: npcpath

Magikoopa Respawn Routine Expansion

SMW Patches → Magikoopa Respawn Routine Expansion

Submission Details

Name: Magikoopa Respawn Routine Expansion
Author: Major Flare
Added:
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch extends the Magikoopa respawning routine so any sprite based on the Magikoopa's disassembly respawns correctly when killed, given the sprite has its 'acts like' settings set to 1F (the original MagiKoopa).

Tested and made compatible with SA-1.
Tags: lorom magikoopa respawn sa-1
Comments: 3 (jump to comments)
Download 1.15 KiB | 172 downloads

Screenshots

Comments (3)

 Major Flare Author Link
Update: Added image (should have done this when I submitted the patch smh).
 Erik Link
Tested with: Asar 1.71; SA-1 v1.31; Lunar Magic 3.02; snes9x 1.58
This patch is up to the standards and requires no remoderation.
 Erik Link
It worked fine both in SA-1 and normal, but keep in mind that it's good practice to check if the SA-1 patch remaps in more_sprites would affect this sprite. In this case, LDA $9E,x gets changed to LDA ($B4), aka !sprite_num_pointer to avoid problems in that SubOffScreen routine. I added a check for this in the patch, but I might have missed others.