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The Great Sprite Purge of 2017-2018

File Name: Wing PowerUp
Added: 2011-08-07 09:21:30 PM
Authors: wiiqwertyuiop
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This powerup will allow you to fly through the air for a certain amount of time, and you will also lose the ability if you get hit. Also it is not compatible with the following:

- Vines, Nets
- Yoshi
- Purple Triangles
- Pipes

It doesn't mean you can't have this sprite and those things in the same level though, its just that if you touch any of those things the sprite will disappear. Video. There is no sound, and it is sped up a bit in the video, my computer was being stupid.
Description and video did the job. If you need a wing powerup with a time limit, just quickly edit Mandew's sprite.
File Name: Custom Enemy Changer
Added: 2011-06-14 03:37:45 PM
Authors: wiiqwertyuiop
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This one is the same as my other one, only this one works for custom sprites.
Poorly made, not very customizable (forces a defineless brightness change in the middle of its short code), and only works for one sprite. The least that could've been done is to use tables to affect a greater selection of sprites...
File Name: Dracula duck
Added: 2011-06-01 06:13:06 PM
Authors: dahnamics
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: You know Dracula Duck from Duck Tales (the last real boss if you don't include the race with Glimgold a boss). Well, he finally made it into SMW.

Tester's note: Doesn't end the level as you beat him. Also, by default, the bat that should be spawned is custom sprite #$7A.
Just like Magica De Spell, this sprite is a very poorly made boss, that moves very simply and repeatedly while spawning a simple projectile regularly. Even worse, it only has 2 frames while the former had the decency to have 4.
File Name: Blargg Boss v1.1
Added: 2010-04-19 04:47:06 PM
Authors: Atma
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: A blargg boss based on YCZ's disassembly of the blargg sprite. Like a normal blargg, it waits until the player is within X pixels to begin it's attack. However, it spits statue fireballs during the lunge and does not return to it's starting position afterwards. It takes 4 spin jumps to kill by default. Unfortunantly it is not very customizable and requires SP3 to be 12 and SP4 to be 4. Please Credit me for the Sprite and YCZ for the disassembly which I used.

Updates: 1.1- Boss will freeze you in place as he dies to prevent kaizo-like victory deaths.
Another badly made boss. Not customizable at all, has only one repeated move (which is of course 95% identical to the regular Blaarg's) and its fireball spawning is clunky. It doesn't even bother to trigger the level's end after dying and freezing Mario.
File Name: Cloning Koopa
Added: 09 May 2011 - 20:38:33 PM
Authors: dahnamics
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: These Cloning Koopa sprites start out as stationary Koopas that turn into Mario clones when Mario approaches them. The Mario clones act similarly to Blue Shyguys as opposed to Red Koopas
An odd sprite (but an interesting idea nonetheless) with very buggy behavior.

It's rather wasteful with graphics and palette space. By default, it uses custom Koopa tiles in SP3 rather than using the game's tiles in SP2. The included palette changes colors in palettes 9 and F, even though only the former is used (palette F also works for them, however).

The Mario clones use palette 8, so they share Mario's colors (which looks weird if Mario has star power), but that's not really fixable without wasting another palette for them. Eating the untransformed Koopa with Yoshi makes it behave oddly (it disregards the "being eaten" flag, so it changes into a clone while being swallowed).

The proximity detection is very wrong. It appears to ignore the high byte of the distance, so it gets activated at weird times, and sometimes even after transforming (shooting it with fire appears to make it forget that it's already transformed).

The clones behave in completely unpredictable ways when shot with fireballs. Sometimes they do nothing, sometimes they play sound effects and create lag (especially when shot near the Koopa's original position), sometimes they start continuously playing sound effects while creating a huge amount of lag (I've had it happen without even shooting it). They also lack sound effects when getting killed, either normally or with a spin jump.

Overall, this sprite feels like it's been barely tested. It has so many problems that it isn't worth converting.
File Name: Conversation NPC
Added: 07-07-2009 02:09:37 AM
Authors: shortstuff
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: An npc that will bring up another message if you close the dialogue from pressing up and press down instead. More to come later, like dialogue tree npcs and shopkeeper npcs, right now I just wanted to get it out.
Obsolete. Use this instead or this version if you have the VWF patch installed.
File Name: Golden Shroom
Added: 23-10-2009 02:04:37 PM
Authors: Nesquik Bunny
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: A Golden Shroom is a type of Mushroom that gives Mario 200 coins when touched. It also plays the animation if he's small and puts an item in the item box if he's already big.

To be assembled with Romi's Sprite Tool.
Minor edit of the Coin Shroom sprite made by the same author.
File Name: Super Jumping Block
Added: 01-07-2007 12:18:06 AM
Authors: Baphomet Junior
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is an edition of the Jumping Block. It jumps with ANY time of interval. Can be killed jumping over him.

GLITCH: If you get an powerup, or be hurt when the sprite is in the screen, the sprite will "walk" in the direction that he is jumping.

Many thanks to Ghettoyouth for helping me.
Identical to the jumping block sprite included with spritetool except it changes a single value from #$40 to #$03
File Name: Lemmy Boss
Added: 16 November 2010 - 19:04:46 PM
Authors: dahnamics
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: Here is a Lemmy Boss sprite that I have for your liking. It has similarities to Dispari Scuro's Mouser and therefore she should get credit if used.
This is an older version of another boss sprite, which merges it with the Wendy boss.

The new version has already been converted, so this one is obsolete.
File Name: Wendy v1.2
Added: 23 May 2011 - 00:13:36 AM
Authors: dahnamics
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: Here is a Wendy Boss sprite that I have for your liking. It shares similarities to Dispari Scuro's Mouser and therefore she should get credit if used.
This is an older version of another boss sprite, which merges it with the Lemmy boss.

The new version has already been converted, so this one is obsolete.
File Name: Inverted Podoboo
Added: 2017-08-29T19:32:32+02:00
Authors: Romi
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: A podoboo like the one in SMW, but it jumps down from lava/water placed on top of the screen. Note that it requires buoyancy, so don't forget to enable it for your level!

This sprite was part of Romi's Sprite Package, and was resubmitted separately after the remoderation for ease of search and to fit current standards.
It became obsolete by this version.
File Name: The Newbie's Custom Boss- Ver 1.43
Added: 27-05-2009 02:23:49 AM
Authors: Maxx
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: THE NEWBIE'S CUSTOM BOSS
By Maxx
This is a easily customizable boss, for use anywhere. It is 32x32 (two squares long, two squares high) and can activate traps for mario when it reaches a certain hitpoint amount. Get it to 00 to end the level!
Features:
Can throw Bones or Hammers at 3 different intervals of your choice.
Can activate a "final stand" at whatever hitpoint amount you are at, which will activate traps for mario (ex. POW, On/Off, "rage," etc)
You can choose the direction
You can choose how much gravity you want the sprite to have (00 and it flies)
You can let it walk
You get to choose what happens when it dies! (Teleport or end the level)
You can choose the speeds
You can let it have or not have a "hitpoint" bar, which shows BOSS: (hp).
And to make it work for your hack, you can also customize what tiles it uses for graphics- all the tiles have counterpart walking tiles.
Along with a few other things I haven't mentioned.
---
Version History:
1.1: Some minor stuff.
1.2: Stuff in the ending that was screwing it up. Also, optimized a few bits of code.
1.3: Fixed many bugs (such as the B4ss bug) and made it so you don't have to use that stupid invisible block anymore! ^.^
1.4: Added a ton of new features and fixed a few more bugs (only 2 this time- the messed up GFX when turned glitch and the no-status-bar show glitch.)(1.43- Fixed other graphical bugs.)

This sprite can be used anywhere, and as long as I'm mentioned, anywhere, (credits, readme, hack thread, etc) it's yours to use and alter, if you wish.

Special thanks to #serioushax, who answered my stupid questions, and also Steven, who was my only beta tester.
Pretty broken, and obsoleted by Nesquik Bunny's Ultimate Noob Sprite, which got improvements and has more features. It's also been updated and got SA-1 support.
MK2TDS
File Name: Mario Bros (Arcade) - POW Block + Side Stepper + Fighter Fly + Spiny v1.0
Added: 26-12-2015 08:11:02 PM
Authors: Sonikku
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: Ported mostly from a combination of memory with some liberties taken to improve customization options and make them more fitting within standard SMW hacks.

The POW Block:
- Can be struck from beneath up to 3 times, stunning all enemies on screen. If Mario happens to be on the ground at the time it's struck, Mario will be sent upwards a bit.
- Can be configured to be carriable. *
- Can be configured to trigger from fireballs (both Mario's and Yoshi's). *
- Can be configured to trigger from Mario's cape. *
- Can be configured to be carriable (and can be spawned carriable through blocks like SMB2, etc.), triggering upon hitting the ground. **
- If the Extra Bit is set, it will appear to the right 8 pixels, so that it can be centered more easily.

The Side Stepper:
- Damage it once to anger it and make it move faster. Damage it twice to stun it for a while!
- Can be configured to try its best to stay on ledges. **

The Spiny:
- Cannot be damaged through jumps, attack it through other means!
- If placed in the air, it will appear as a Spiny Egg!
- Can be configured to try its best to stay on ledges. **

The Fighter Fly:
- Flutter about. Their hopping speed and gravity changes depending on their color.
- Can be damaged through any of the means the other enemies can.
- Can be configured to jump in Mario's direction. **

Shared Features among the Side Stepper, Fighter Fly, and Spiny:
- Can be damaged through stomps*, cape*, fire*, or blocks*. Most thrown items defeat them instantly.
- When the criteria is met to stun them, they will recover a while afterwards; defeat them before they change colors!
   - The Spiny and Side Stepper go from red -> green -> blue, with red being the slowest and blue being the fastest.
   - The Fighter Fly goes from blue -> green -> red, with blue being the slowest and red being the fastest.
- Can be configured to die from fire, cape, blocks, or stomps.
- Can be configured to detect small and large pipes and "exit" through them. They despawn but will not clear themselves from the level memory, so they will respawn if you go back to where you initially see that specific enemy.
- If the Extra Bit is set, they will appear as the faster variants, X&0 = medium speed and X&1 = fast.
... Plus some other things; read the .ASM files for complete details.

Mario Bros Shooter:
- Can be configured to spawn any combination of the Side Stepper, Spiny, and Fighter Fly, including "angry" Side Steppers and faster variations of all 3 sprites.
- Up to 255 possible sprites to choose from to spawn (theoretically; untested. dunno why you'd want that many anyways).
- Causes all 3 sprites to display an "exiting pipe"-like animation.


* These are all turned on by default. Read the ASM file to figure out how to unset these.
** This is set with a different CFG file by default. See below for list of CFG files included:

- PowBlock.cfg
- PowBlock_Uncarriable.cfg
- SideStepper.cfg
- SideStepper_Ledge.cfg
- SideStepper_Unstompable.cfg
- SideStepper_Ledge_Unstompable.cfg
- Spiny.cfg
- Spiny_Ledge.cfg
- FighterFly.cfg
- FighterFly_Chaser.cfg

Currently not tested with SA-1. A future release will probably ensure they are compatible.
All sprites from the pack were converted and submitted separately for ease of search and to fit current standards.
MK2TDS
File Name: Sidestepper v2.0
Added: 22-12-2008 04:36:20 PM
Authors: Schwa
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is the crab enemy from the classic arcade Mario Bros. game, with some awesome bugfixes!

Done at the request of koala_knight ages ago, he's basically a Goomba that takes two stomps to stun. The first stomp will make him angry and faster.

Fixes since v1.0: His animation is now done by H-flips, saving LOTS of graphics space! He can also now be properly killed while on Yoshi.

Comes with a Readme and graphics.

Give credit if used or tweaked.
Obsoleted by Sonikku's version, which's closer to the original and has more features. It's also been updated and got SA-1 support.
MK2TDS
File Name: Fighter Fly v2.0
Added: 22-12-2008 12:38:02 PM
Authors: Schwa
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: The Fighter Fly sprite has been updated!

Based on the classic Mario Bros. enemy, this sprite lazily jumps towards Mario, and when stomped, becomes stunned and carryable. He can be set to get aggressive after becoming un-stunned, has two possible speeds (slow and fast) and can be set to chase Mario or not.

Fixes since the old version: Now rebounds off walls instead of climbs them, and can be OHKO'd with Yoshi like it should.

Comes with a Readme and ExGfx file.

Give credit if used or tweaked.

Thanks to Milk for the motivation (the user, not the drink).
Obsoleted by Sonikku's version, which's closer to the original and has more features. It's also been updated and got SA-1 support.
MK2TDS
File Name: Enemy Changer
Added: 21-07-2010 07:43:52 PM
Authors: wiiqwertyuiop
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Changes one normal sprite to another as well as the music and brightness of level. Just like how carol did it in Brutal Mario in the forest level. Requires ON/OFF Switch.
this again?
MK2TDS
File Name: Day to Night Setup
Added: 17-01-2009 02:08:51 AM
Authors: Maxx
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Put this sprite in a level with a on/off switch and watch as the scene turns from day to night! There could be custom sprites taking advantage of this in the future.
PLEASE read the readme, this sprite is picky.
Badly coded and too simple. And it fits better as uberASM code.
MK2TDS
File Name: Iggy Koopa Boss
Added: 28-09-2010 08:52:53 PM
Authors: Yoshi987
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: A basic boss for a fortress level, used in a level of DSU Mario World, this sprite moves around, ducks in it's shell every so often (as well as when hit), and takes about three hits to kill.

Uses SP4. Need help with palette.

By -Yoshi-, submitted by cheat-master30.
Poorly made edit of Schwa's Little Hedgehog sprite only to include hitpoints, whose routine was ripped off from Maxx's (removed) newbie boss. Practically nothing is easily customizable, and its free RAM usage is not optimal, too, as it isn't properly defined nor indexed, not to mention it could have used one of various available sprite misc. tables instead.
MK2TDS
File Name: Little Hedgehog
Added: 22-02-2008 06:16:27 PM
Authors: Schwa
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This sprite walks along the ground, and when it sees Mario it stops and extends spines, rendering it invincible against Mario's jump. It can be stomped on if Mario comes up from behind and gets him, but that's it.

GFX included (use SP4). Details are in the ASM file.

Give credit if used or tweaked.
It's pretty much like Harry the Hedgehog, except it's always small. This option was added to that version, which's also been optimized and got SA-1 support.
MK2TDS
File Name: Koopa Player Generator
Added: 03-08-2009 04:19:51 AM
Authors: Maxx
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This makes Mario a koopa in whatever level you place it in. To be more specific, mario will look exactly like a koopa (assuming you used vanilla graphics; and as long as the koopa stayed the same tile, that doesn't really matter either.) (Note looking != Behaving.)
There are some limitations:
1. Mario has to be "big" throughout the level (causes glitches if he's any other power)
2. Mario has to be killed in one hit (don't worry, I've handled that)
3. Mario cannot duck
4. Mario cannot carry things
5. Mario cannot run at full speed.
This is mostly due to the fact that otherwise, it would require patches that heavily modify what frame to show mario in. It also gives the koopa a slightly realistic limitation, I suppose.

Insert as a sprite, not a generator.
Credit to Maxx if you want.
Poorly made and has too many limitations to be useful.