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Details for Wild Mechakoopa
SMW Sprites - Wild Mechakoopa
File Name: Wild Mechakoopa
Authors: Darolac
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This Mechakoopa hops around with customisable period and maximum height. If the extra bit is set, the Mechakoopa will explode instead of recover after begin stunned.

Includes a lot of defines to customise:

-Custom palette for the extra bit version.

-Expanded palettes for the recovering animation (up to 8 different palettes).

-Customisable recovery time.

And a lot more. Check out the readme for the details

Based on imamelia's dissasembly of the Mechakoopa.
Tags: castle, enemy, lorom, mechakoopa
Rating: No rating
Download: Download - 4.48 KiB
If you want a better method for facing Mario, I'd suggest replacing:
if !Framesface == 1

LDA $C2,x	;
INC $C2,x	;
AND #$3F	; every 40 frames...
BNE NoSpeed	;


TYA		; turn to face the player
STA $157C,x	;

This will cause the sprite to face Mario every #$40 frames, and run even when it is facing Mario. This means that if Mario jumps behind the sprite right when the timer becomes #$3F, it'll immediately turn to face him, which feels odd. I have rewritten this portion to make it fall more in line with the behavior of SMWs sprites with:

if !Framesface != $00
LDA $163E,x	; \ branch if timer not set
BEQ CheckDir	; /
CMP #$01	; \ branch if timer not 1
BNE NoSpeed	; /
LDA $157C,x	; \
EOR #$01	;  | 
STA $157C,x	; /
TYA		; \ branch if facing mario
CMP $157C,x	;  | 
BEQ NoSpeed	; /
LDA #!Framesface; \ set timer
STA $163E,x	; /
TYA		; \ set direction
STA $157C,x	; /

This code will check if the sprite is already facing Mario, setting a timer when it isn't. When this timer hits #$01, it turns around. This allows the sprite to be slightly more predictable but still keeping the idea in place.

Additionally, it's unneeded and relatively easy for one to do themselves, but I'd recommend future-proofing this sprite by adding SA-1 and GIEPY support.
Posted by:  Sonikku - | Link

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