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Blue Parakoopa, Flies in a Circle

SMW Sprites → Blue Parakoopa, Flies in a Circle

Submission Details

Name: Blue Parakoopa, Flies in a Circle
Author: Erik
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: A complete remake of my old blue Parakoopa, itself inspired by Alcaro's removed sprite.
This is a parakoopa which flies in a circle pattern. The extra bit controls the rotation. The first extension byte controls the radius of the parakoopa; values between 01 and 7F are recommended.
Tags: circle flying koopa lorom parakoopa sa-1
Comments: 30 (jump to comments)
Rating:
4.3 (8 ratings)
No rating
Download 3.45 KiB | 1,845 downloads

Screenshots

Comments (30)

 RussianMan Link
Tested With:
-Lunar Magic 3.51
-PIXI 1.42
-bsnes v115
-SA-1 1.40

The only small things I noticed is that hitting the koopa with cape does not produce hit effect, and the koopa does not react to bounce blocks/yoshi quake. Otherwise it works pretty well.
Green Link
I suggest re-recording the first gif, as it looks quite choppy.
 Erik Author Link
fair enough, done.
 Fernap From older version: Blue Parakoopa Link
This has a bug where jumping on the koopa while riding Yoshi won't give you the normal bounce off of it. To fix that, immediately after the
Code
       STA $7D

on line 431, insert the lines
Code
    lda $187A|!addr
    beq +
    jsl $01AA33|!bank
+

Leftarios From older version: Blue Parakoopa Link
Commenting just to rate it 5/5
Teaser From older version: Blue Parakoopa Link
One of the best sprites <3
 Erik Author From older version: Blue Parakoopa Link
Originally posted by Aqua-Grove-Prod
The Hitbox is So Broken

Originally posted by RussianMan
Why this parakoopa, along with yellow, don't give you score when spinjumped?

Fixed.
Honestly though, when I look at the code of this sprite it just calls for rewriting all of it from the ground up. Handling of Koopas in this game was a mistake.
 RussianMan From older version: Blue Parakoopa Link
Why this parakoopa, along with yellow, don't give you score when spinjumped?
Aqua-Grove-Prod From older version: Blue Parakoopa Link
The Hitbox is So Broken
Medic From older version: Blue Parakoopa Link
Thanks for the fixes and I agree with Fostelif the direction they face being based on up/down not left/right is a bit strange.
Rykon-V73 From older version: Blue Parakoopa Link
Sometimes, when I spinjump the blue parakoopa, it hurts Mario.
Fostelif From older version: Blue Parakoopa Link
Wouldn't it make more sense to turn the Koopa in the direction he's going in terms of left or right rather than up or down?
SkywinDragoon From older version: Blue Parakoopa Link
Spitting out with yoshi will behave unexpectedly.

I made a fix but it is uberasm code, since sprite tool's main is unreachable when it is in Yoshi's mouth.

put this in gamemode 14.
gamemode_14:
JSR CustomSwallow
RTS
CustomSwallow:
LDX #11 ; although it says 11, it loops 12 times.
.loop_start:
LDA $14C8,x
CMP #$07
BNE .loop_again
CMP #$14 ; custom sprite number of blue parakoopa, CHANGE THIS.
BEQ .bluekoopa
CMP #$15 ; custom sprite number of yellow parakoopa, CHANGE THIS AS WELL.
BEQ .yellowkoopa
BRA .loop_again
.bluekoopa:
LDA #$06 ; sprite = blue koopa
STA $9E,x
JSL $07F7D2 ; this will clear most of sprite table.
LDA #$07 ; it will become swallowed and give ability to Yoshi.
STA $14C8,x ; I don't know if it's necessary, but I put it anyway.
BRA .loop_again
.yellowkoopa:
LDA #$07 ; sprite = yellow koopa
STA $9E,x ; kinda same except it is yellow.
JSL $07F7D2
LDA #$07
STA $14C8,x
loop_again:
DEX
BPL .loop_start
RTS
 Erik Author From older version: Blue Parakoopa Link
im dum, fixed
TheBiob From older version: Blue Parakoopa Link
The .l was probably used to make it data bank independent which doesn't work because indexing with Y doesn't support that. Weird is that he said he fixed it yet it isn't fixed. He might've missed that one since the other don't have it but idk
 RussianMan From older version: Blue Parakoopa Link
Don't know why it is here, but it works.
TheBiob From older version: Blue Parakoopa Link
Originally posted by RussianMan
error: tmpasm.asm: line 361: invalid opcode or command [LDA.l KillSFX,y]
What I suppose to do here?

Remove the .l
 RussianMan From older version: Blue Parakoopa Link
error: tmpasm.asm: line 361: invalid opcode or command [LDA.l KillSFX,y]
What I suppose to do here?
Klug From older version: Blue Parakoopa Link
Zeldara109 approves this sprite!
Final Theory From older version: Blue Parakoopa Link
Awesome work! Good job!
riki2321 From older version: Blue Parakoopa Link
I like the sprite but i wish there was a sa-1 conversion.
 Erik Author From older version: Blue Parakoopa Link
fixed a compile error in spritetool (complaining about lda.l)
Maxodex From older version: Blue Parakoopa Link
It works in a very awkward way when I try to hit one of these with a shell; it's like the hitbox in that case is super off.
 Sonikku From older version: Blue Parakoopa Link
Seems to work as intended, although I did notice that killing the sprite with a spin jump doesn't make it display the cloud. That isn't a big enough issue to reject it, though; you just need to set $1540,x (I think a value of #$1B should be correct? it's been a while since I last checked).
 Erik Author From older version: Blue Parakoopa Link
Fixed the spinjump, lol.
anonimzwx From older version: Blue Parakoopa Link
it is really good made, it looks like a original game sprite.
Green Jerry From older version: Blue Parakoopa Link
Originally posted by Erik557
there is already one in the original game.

Whoops, forgot about that.
 MarioFanGamer From older version: Blue Parakoopa Link
@Erik557: It can chase Mario. After all, that's the behaviour of yellow koopas.
 Erik Author From older version: Blue Parakoopa Link
there is already one in the original game.
besides, how would it act like? I'd rather write a patch to replace the original one,but I don't know what to make it act like.
Green Jerry From older version: Blue Parakoopa Link
Can you make a Yellow Parakoopa?