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Details for Ghost Shell
SMW Sprites - Ghost Shell Link - Show random
File Name: Ghost Shell
Added:
Authors: MarkAlarm
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is a shell that lacks the ability to interact with other sprites. Credit unnecessary, but appreciated.

You're able to customize a few of the properties of the ghost shell, such as its palette (defaults to grey) and initial kick speed. It makes use of two extra bytes to pull this off. Check the .asm file for more details, since it documents these things in a bit more depth.

The lack of sprite interaction includes other ghost shells, so you can build levels that either utilize this mechanic to create more interesting obstacles or use it to avoid setups where shells bonk each other and die. This would mainly be useful for kaizo/shell levels.
Tags: lorom, sa-1, shell
Rating: No rating
Download: Download - 2.04 KiB
80 downloads
Screenshots
Image
Fernap
Tested with:
- Lunar Magic 3.31
- SA-1 Pack 1.40
- Snes9x 1.60, Bsnes-plus 05
- Pixi 1.32

Neat, simple, effective implementation (no p-speed midair not included). Just a couple random little vestiges of interactions that I noticed (due to the way these are checked) to be aware of:

- Naked yellow koopas will still jump over a kicked shell (but they won't be hit by it, or hop in a stunned one to make a disco)
- Can be eaten by baby Yoshi
- Will still be killed by bob-omb explosions
Posted by:  Fernap - | Link
Erik_The_Swift
If the ghost shell gets turned into disco shells, does the asm still apply, or do they turn into Vanilla Disco shells?
Posted by: Erik_The_Swift - | Link
MarkAlarm
Not sure, but given that yellow koopas shouldn’t be able to enter this anyway, this is basically irrelevant as this shouldn’t be able to turn disco in the first place.
Posted by: MarkAlarm - | Link
HammerBrother
Can you also make ghost spinies shells as well?
Posted by: HammerBrother - | Link

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