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Giant Masked Koopa Boss (stomp check fix) by dahnamics

File Name: Giant Masked Koopa Boss (stomp check fix)
Submitted: 2016-01-12 10:10:57 AM by GreenHammerBro
Obsoletes: Giant Masked Koopa Boss
Authors: dahnamics
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This sprite is heavily inspired by all the Giant Koopa Bosses that have come before it where it walks on the ground until Mario jumps on it. It then spins in its mask/shell until it comes into contact with a wall and then does one of four random attacks depending on its color.

Ghb's fix: Fix the "blue shell leaves the arena when damaged in midair", 16x16 hitbox, wrong ram address used (like original Y position and Sprite state being mixed).

Ghb's fix 2: Fix a stomp detection bug that if you are falling downwards and touch ANY SIDE of the sprite, always counts as stomping the boss.
Your sprite have small issues that makes it impossible to compile, for example, labeling issues:

LDA Tilemap,x -> Label -> TILEMAP:

Also, your sprite have minor issues, for example, when it jumps, the ground shakes. This behavior isn't intended, not a reason for removal but it should be fixed anyways.

You also don't explain the reason and how to add the appendages, "masked_koopa_fireball.cfg" and "masked_koopa_rock.cfg" in the README, lefting the user in doubt of how to insert the sprites.

Have that fixed, and it can be approved.