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SMW Sprites → Milde

Submission Details

Name: Milde
Author: Sonikku
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: The Milde enemy from Yoshi's Island.
It can be stomped causing the sprite to quickly smush down. The explosion that the sprite causes will function similarly to a cape spin (or Yoshi's Ground Pound ability) to nearby sprites. If the sprite affected is another Milde, they will get stunned and bounce a few times before recovering.

Both Milde variants stay on ledges, akin to Red Koopas.
When a Big Milde is defeated, it will spawn four normal Mildes. These Mildes must be defeated before the Big Milde can be considered defeated -- if Mario allows a single Milde to despawn without being defeated, the Big Milde will be able to respawn when Mario leaves and returns to the area.

NOTE: It is recommended you use the No More Sprite Tile Limits patch. Failure to do so may cause flickering when several of them are on-screen or when the explosion animation displays.

-- Initial release.
-- Rewrote Milde graphics routine to correct some display issues.
-- Updated collision with Mario to utilize a generic macro for detecting a stomp, rather than relying on SubVertPos.
-- Updated collision to account for Yoshi when stomping the sprite and when touching the sprite from the side.
-- Added a few settings.
-- Updated existing settings to use "if" statements instead of reading from a define in the sprite code.
-- Updated JSON file so sprite appears in Lunar Magic properly
Tags: castle enemy lorom milde sa-1 yoshi's island
Comments: 3 (jump to comments)
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Comments (3)

 JamesD28 Link
Tested with:

• Lunar Magic 3.33
• SA-1 Pack v1.40
• PIXI v1.32
• Snes9x v1.60
• No More Sprite Tile Limits v1.2.1

It's worth noting that the 2 main issues from the last rejection... weren't really fixed. Yoshi's interaction is improved, and he no longer clips through the ground when taking damage, but he still consistently took damage when stomping a Milde (big or small) from above. This is more an issue with Yoshi's internal interaction handling and there aren't many solutions, but setting the Milde's act-as to 9D fixes the issue with seemingly no other effects.

The issue with Big Milde's flipped (dying) tiles separating from each other also wasn't fixed, despite there being some changes to the graphics routine (I'm not actually sure what the other changes are). This edit seems to fix the separation issue:
ADC .y_offset2,x

LDA .y_offset2,x
ADC $01,s
PLX		; discard pushed A into X since another PLX follows this anyway

Other than that it's still a lovely sprite, and the new customization options are nice and work as intended.

Removed the LoseYoshi routine as it's identical to the one included in pixi. Added lorom and sa-1 tags.
Vash the fairytail Link
When this sprite appears and Mario stomps on it and knocks it down.
Sometimes all the SE and background music will be silent and black out when moving the room or escaping the course.
Is it possible to solve this problem?
HammerBrother Link
Hmm, was thinking of its explosion can destroy blocks, like an alternative to bob-ombs