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Shady Koopa

SMW Sprites → Shady Koopa

Submission Details

Name: Shady Koopa
Author: Erik
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This Koopa will become a rainbow shell when stomped. Additionally, if flipped with a feather, it will ram towards the player. Inspired by the Paper Mario: The Thousand Year Door enemy of the same name.

Shell-less Koopa was made by  Thomas.
Tags: enemy koopa lorom sa-1
Comments: 8 (jump to comments)
Rating:
0.0 (0 ratings)
No rating
Download 12.84 KiB | 106 downloads

Screenshots

Comments (8)

Chuycraft Link
I would love to see a parakoopa version of this, but knowing how hard parakoopas would be to make, it might be better to leave that as a dream.

The reason:
A hack with no "Normal" enemies
 MarioFanGamer Link
Moderated with:
  • Lunar Magic v3.40
  • SA-1 Pack v1.32
  • PIXI v1.42
  • BSNES v115
Added enemy tag.

It's an interesting sprite and the issues from the previous rejection have been fixed. I do have found some (albeit lesser serious) issues: The death frame for the Koopa itself is borked because they never change into a shell like vanilla Koopas do while a shooting shell will display an entirely glitched frame, both of which are the result of overriding the GFX code and another issue with the shooting shell is how it'll clip through slopes (though really, they're a PITA to handle in general anyway but still worth mentioning). I also think that the chase player and ledge dwelling settings should be set in the ASM file since it's a bad design decision to make the enemies act inconsistently, especially within a single level.
rodark Link
The sprite is interesting, this will be useful for my future hacks that I am planning to make.
Hammerer Link
Is there some way of disabling the shellless koopa sprite, making it only the shell after stomped? That would be nice for those who use SMB3 Koopa Patch.
 Erik Author Link
in shady_koopa.asm get rid of everything between lines 343-364, so, delete this from the file:
Code
    STZ $00
    STZ $01
    STZ $03
    %SubHorzPos()
    STY $0F
    LDA shellless_x_speed,y
    STA $02
    LDA #$09
    STA $04
    LDA.b #!shellless_num
    SEC
    %SpawnSpriteSafe()
    BCS .return
    LDA #$10
    STA !154C,y
    STA !1528,y
    LDA $0F
    STA !157C,y
    TYX
    LDA #$53
    STA !extra_byte_1,x
    LDX $15E9|!addr
 MarioFanGamer Link
@ Erik This should be an actual setting in the code.
 Erik Author Link
MFG: right. added.
 Erik Author Link
remake of this
oh and also it requires a shared subroutine to restore bounce block interaction (previously it ignored note blocks). said routine works with or without this