Name: | KooPhD |
Author: | Iceguy |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | This is the KooPhD sprite, originally coded by Kipernal for SMWCP II, coded by me completely from scratch with some more features. KooPhD.asm is the main sprite, while the potions he throws is vial.asm. Demonstration video: http://www.youtube.com/watch?v=bRPDkAvaJhc Credit would be appreciated but isn't necessary. MAJOR FLARE's UPDATE: PIXI and SA-1 Conversion. On request by Green. BLIZZARD BUFFALO'S UPDATE: Added graphics. THOMAS' UPDATE: Cleaned up unnecessary unmarked free RAM usage. |
Tags: | enemy koopa lorom sa-1 |
Comments: | 2 (jump to comments) |
Rating: |
Download
7.85 KiB | 331 downloads
Comments (2)
the asm implies that you do so by removing instances of $00 in the "Rand:" table, but editing those numbers doesn't seem to affect the RNG at all.
- Lunar Magic v3.33
- SA-1 Pack v1.40
- PIXI v1.32
- BSNES v115
Added enemy tag, added GIF, fixed included graphics to match with the sprite.This sprite is jank. It can't hurt Yoshi (though you can partially blame SMW for that since it's tied with explosion invulnerability) and the type of vials is dependent on the frame counter. This sprite so on certain values, it may generate vials with a limited pattern (e.g. using the default pause values, they would alternate between blue and red or yellow and black — the GIF uses 0x16 instead of 0x15). Since it's a remoderation update of an already existing sprite (adding only SA-1 compatibility and shared subroutines), I decided to accept it but really, there are quite a few things to be fixed.
And some notes to the updater (i.e. Blizzard Buffalo): Make sure you use the Submit Update feature as that way the history will be preserved and also that the included graphics match with the sprite. I didn't notice the former at first (the previous one by Major Flare did it correct and I would have used it for the submission if I cought that before) and had to edit the graphics as it didn't match with what the sprite displayed (the vials look janky as a result since they don't rotate properly).