25 users online: aka_Raccoon,  Alex, Bajsburk, Children's Digest 1950-2009, Darolac,  DeppySlide, Freitasth, FrozenQuills,  icrawfish,  JamesD28, Julintendo,  Lazy, LightAligns, nyankek, Saela, Sammmoo, Shiki_Makiro, spooonsss,  Telinc1,  Teows, TheCrazyBuzzyBeetle, UTF, Yoshioshi59_, Zavok, ZX497 - Guests: 75 - Bots: 853
Users: 55,024 (2,219 active)
Latest user: biblicaldemoman


SMW Sprites → Robo-Eject

Submission Details

Name: Robo-Eject
Author: leod
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: A little robot on wheels that, once Mario gets close enough, stops moving and starts a fuse.
When the time is up, it explodes, but before doing so, it'll eject a small copy of itself out of its helmet, that grows to full size once it lands and repeats the cycle (until Mario cruelly stomps it).

Fuse timers are adjustable, meaning it can get quite dangerous and much harder for the player to stomp if you set its fuse lower, while longer fuses make it a lot easier to navigate around.

Graphics are included, they use up the unused tiles in the Spiny/Wiggler GFX file, but there are defines to easily move its graphics (and palettes) around.

Now SA-1 hybrid.
Tags: enemy explosion lorom projectile robot sa-1
Comments: 11 (jump to comments)
0.0 (0 ratings)
No rating
Download 9.82 KiB | 263 downloads


Comments (11)

 JamesD28 Link
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60

Works as intended, so, update accepted.
 MarioFanGamer Link
Sonikku has shown a trick with his big Milde where you can store the sprite level index to its new sprites so the original sprite doesn't respawn until all its smaller Mildes have been despawned or killed.
The reason why it's important is because once the original robot explodes, the original Robo-Eject is now marked as "killed" even when it shouldn't from the gameplay perspective. The trick (which he speculated, give credits to him for that idea) is used so the new Robo-Eject counts as if it has been placed in the level.

Also added a JSON for custom sprite display and added enemy tag.
Galeth From older version: Robo-Eject Link
Remember to use the No More Sprite Tile Limits patch or it may turn invisible
Akaginite From older version: Robo-Eject Link
now available on st141.
Uruk-haiii From older version: Robo-Eject Link
Vry cool that can help me at future hacks
Von Fahrenheit From older version: Robo-Eject Link
Moderator's note: This thing uses an obscene amount of tiles for its size (you thought a 16x16 sprite would need but a single tile? joke's on you, this lil' bugger uses 7). Because of this it is highly recommended you also patch NMSTL if you want to use this sprite, otherwise sprites will occasionally turn invisible.
Taffy From older version: Robo-Eject Link
This seems pretty nifty... I would download it, but I currently can't. I will now bookmark it instead.
The__Juggernaut From older version: Robo-Eject Link
Unique concept for an enemy. I'll try it out.

They work good. I like them.
Great job!
levelengine From older version: Robo-Eject Link
Is there a specific sprite memory index you have to set the level to?
Leaving it as 00 sometime causes sprite memory error.

Other than that, I'm looking forward to putting this little dude to good use.
HammerBrother From older version: Robo-Eject Link
Also unique of making a sprite not based on any other games (this is an original enemy).
Burrito Bandito From older version: Robo-Eject Link
Pretty cool concept for an enemy. Downloading now.