Name: | Wild Mechakoopa v1.1 |
Author: | Darolac |
Added: | |
Version History: | View |
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. v1.1 What's changed: -Now SA-1 hybrid. -Added three extra bytes to customise the mechakoopa Y speed, X speed and palette. -Fixed sprite-sprite interaction so now the mechakoopa updates his speed even in the air when interacting with another sprite. |
Tags: | castle enemy lorom mechakoopa sa-1 |
Comments: | 3 (jump to comments) |
Rating: |
Download
4.67 KiB | 807 downloads
Comments (3)
A json file with default values can be added to solve that. Unfortunately, I'm pretty busy rn, but I give my permission if someone wants to add this.
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:
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.