1. Is "remap_shell_less_koopa" define broken? I disabled it and it didnt do anything(other shell-less koopas uses blue/big shell-less koopas graphics)
That's what it's supposed to do. Making every shell-less koopa be the same, in this case, making them to use the blue shell-less koopa GFX.
2. Where I can change what tile DMA projectile thing uses? By default it uses upper-left tile of the 100coin roulette(and I couldn't find way to change it)
I suppose you will have more luck if you modify the roulette patch instead of the DMA routine, since those two 16x16 tiles needs to be consecutive.
But if you insist, go to powerup.asm and find this line:
and change it to:
The XX refers to the tile in the FIRST GFX page (SP1-SP2).
search this another line:
and change it to:
Untested, but it should work.
3. Is it be possible to make block that shatters when hit by hammer/boomerang like in SMA4? Also in my hack I have blocks that shatters/changes into stuff(iced blocks) when hit by fire ball, but ice ball also activates/shatters these, is it possible to disable that somehow?
I don't know if other projectiles, except the iceball, triggers the blocks offsets, I doubt it.
To exclude the iceball, just check if the current sprite is a iceball in the block's code:
Again, untested, but it should work.
Originally posted by Spk77k
-Accurate Raccoon / Tanooki mario flying like SMB3.
Oh, if you got that working, can you send it to me? I'm a bit lazy with powerups that flies...
Probably LMSW crashes due that I clear Mario's tilemap in RAM ($7E2000)... or something else, I remember that my star coins neither works with LMSW, it may be the extended objects that are placed in the level.
-Spinning ice block pieces like other block pieces do
I'm going to take it as a suggestion to implement, maybe some people likes more that the ice blocks breaks like a turn block or people likes to save SP1/2 space.