This is a sprite that functions similarly to the Ability Capsule items from the Kirby series.
By default, it can do the following when Mario touches it (or gets close to it, in the case of the egg variants):
- Gives Mario a Mushroom
- Gives Mario a Fire Flower
- Gives Mario a Cape Feather
- Gives Mario Star Power
- Gives Mario a Throw Block
- Gives Mario a Bob-Omb
- Gives Mario a Shell*
- Gives Mario a Baby Yoshi
- Gives Mario an adult Yoshi
Similar to the Kirby series, Mario would not be given an item in reserve if he collects multiple powerups. These are optimal for scenarios where you want the player to utilize a specific item without giving them the ability to farm reserve items or thrown items.
*Green, Red, Blue, Yellow variants, along with the "non-Special world colored" Green shell, as well as a shell that becomes Disco when kicked.
This is a patch that rewrites the Koopa's normal walking tilemap. It adds a functionality that allows the usage of extra 8x8 tiles which can be simply toggled by setting a free RAM address. Make note of when I say "normal walking" tilemap: the shells, shell-less Koopas, and net Koopas are unaffected by this patch.
Included are some graphics files so you can use the Mario Wacky Worlds alternative Koopa sprites.
These new tiles are laid out like so:
Of course, if you're familiar with writing graphics routines for sprites, you can add more 8x8 tiles as needed.
This is a series of sprites meant to more-closely mimic their actual behavior in SMB2. Included -- for the moment -- are the following:
- ShyGuy (Red/Blue)
- Snifit (Red/Blue/Grey)
- Phanto (Brown/Red) + Generator
- Beezo (Brown/Red)
- Tweeter (Red/Blue)
- Ninji (Jumping/Chasing)
- Panser (Green/Red/Blue)
These sprites have a few unique things going for them. They use code (found in the /routines/ folder of the ZIP) that gives them "stunned" code similar to SMB2 -- where they will bounce on the ground a few times before recovering. Additionally, you can enable the SMB2 "combo" behavior -- if a sprite is thrown it can combo off of other sprites. Normal behavior can
be set though, if you want them to act a bit more like SMW sprites.
The Phanto and Tweeter have new variants as well, triggered by the Extra Bit. A Red Phanto goes disco mode when Mario picks up the key. A Blue Tweeter will simply hang around ledges, similar to Blue ShyGuys/Snifits.
You may consider this "Series 1", as these are the base SMB2 sprites most people think of when they think of SMB2. "Series 2" and "Series 3" will include the following:
- Pidgit (Normal/Carpet solo)
- Autobomb (+ riding ShyGuy)
- Ostro (+ riding ShyGuy)
- Hoopster (Red/Blue)
- Pokey (Green/Yellow)
- Birdo (Pink/Red/Green)
- Clawgrip (Red/Blue)
- Triclyde (Green/Red)
- FryGuy (Blue/Red)
- Mouser (Grey/Brown)
- Hawkmouth (Door/Boss)
- Wart (Green/Blue)
I hoped to release Pidgit with Series 1, but I ran into some difficulties getting it to work 100% of the time.
I plan to make the alternative colorings of enemies/bosses slightly harder, assuming that they didn't already have them (like Birdo).