Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.
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Details for Piranha Plants and Venus Fire Traps v1.1
This is a Piranha Plant or Venus Fire Trap...BUT! it can act like any one you choose. Green, red, short-stemmed, sideways, upside-down, spitting 1 fireball, spitting 2 fireballs, you name it. (Well, okay, it doesn't include novelties like the Shower Venus or whatever it's called.) All you have to do is change the extra property bytes. You can basically get 48 different sprites out of this thing, although only 24 .cfg files are included because of the extra bit.
Oh, and I also included a disassembly of the original Piranha Plant. (Both of them are combined with the extra bit.) The graphics routine isn't really disassembled, though; I did code that part myself.
Note that the GFX come with PIXI.
GAMMA V UPDATE: Renamed the .cfg files based on the plants they represent since pva(number).cfg would not be helpful for users who don't know much about extra property bytes
RUSSIANMAN UPDATE: Now PIXI compatible
KNIGHT OF TIME UPDATE: Now has the GFX and a palette file included.
Fixed extended_y/x_speed usage. It wasn't really a bug, Pixi had these defines swapped back in 1.1.0.
The GFX and palette files provided are correct, so accepted. I also added a .palmask file, to avoid overwriting all the colors when importing the palette.
Next time you include a palette file in a submission/update, remember the palmask!