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The Great Sprite Purge of 2017-2018
Forum Index - Valley of Bowser - Moderation Questions - Sprites - The Great Sprite Purge of 2017-2018
Pages: « 1 2 3 415 16 »
File Name: panser no jump
Added: 2006-10-02 10:53:01 AM
Authors: 682
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Similar to ALEX's panser's except these can't jump.
This is too small a modification to the Panser sprite by ALEX. The Panser sprite by ALEX is too small a modification to the Hammer Bro by MikeyK.



File Name: Egg Bro
Added: 2006-08-05 08:09:09 PM
Authors: Bloyburt
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: I've made another custom sprite - an egg brother! Here are the differences from a sledge brother:
- Different Pallete
- Disappears in a puff of smoke
- Takes 5 fireballs to kill
- Can't be killed with a cape
Once again, the egg is simply an alteration of the hammer GFX.
"I've made another custom sprite" aka "I modified MikeyK's Sledge Brother and really only changed some cfg bytes."



File Name: Classic Goomba with classic SFX
Added: 03-08-2006 13:51:29
Authors: ghettoyouth
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Plays the same sound effect like in SMB3 when stomped. Based on mikeyk's code.
In a similar way as the sound effect sprites, the only change from the original sprites is a change because of a sound effect, thus it wouldn't live up with modern standards.

In case you want to have the sound effect change, search for "SUB_STOMP_PTS" (the decleration, not when it is called by a "JSR") or go to around line 255 and replace "LDA STAR_SOUNDS,y" by a "LDA #$02". Keep in mind that there is a second one controlling the sound if you kill the goomby with a start star. It's roughly at line 145 and located below "SPIN_KILL". Edit: By which I mean, you should edit the former as it controls the sound when you jump on the goomba, not the latter.

--------------------
Okay, my layout looks ugly.
File Name: Test Sprites
Added: 04-11-2007 06:03:07
Authors: Lavos
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: Same file as before, but without the ROM.
A look in the file reveals that many, if not all sprites in this pack, are simply edits of already existing sprites. Some of them even only exists for graphical reasons and hasn't got an edited ASM file at all. That means, none of them really fits in out standards.

Here is a list of what the sprites do and they originally were:
  • Coloured boss bass: Different speed and, in case for the blue bass, jumping height from mikeyk's boss bass. Of course, they're all absolete by Sonniku's version but even then, the changes are all too small to pass the purge.
  • Giant Buzzy Beetle: A Giant Koopa. If we're honest then Koopas and Buzzy Beetles are in a way the same sprite but different graphics and fire immunity. Unfortunetally, this one isn't even fireproof.
  • Zoombie Shroom: I... certainly have no idea what this sprite represents. It seems to be based of mikeyk's shy guy, though... Then again, so did he a couple other sprites.
  • Pirahna Fish and Ghoul Shroom: A giant Shy Guy but set to hurt you when you touch it. And what they should represent is a mystary anyway.
  • Cannon Shy Guy: Just a remap of mikeyk's birdo sprite (the one which shoots bullet bills, not eggs). It does play a differend sound effect but... You know. (It also features some routines in the ASM file except they aren't called in the code.)
  • The monster fish isn't even a real custom sprites. Instead, it is a tweaked Porcu Puffer (making it even a better example that some of these sprites solely exists for their graphics)

Some of the sprites also had broken colour and page settings (they don't mach up with the included palette files and some of them used the first sprite page, not the second one where they were supposed to be).

In the end, this pack is a simple proof that the submission rules were very lousy back then. Thankfully, they have been changed now so such packs haven't got anything to search in the modern sections.

Edit: Improved the log at some points.

--------------------
Okay, my layout looks ugly.
File Name: Earthquake Bowser
Added: 21 September 2006 - 07:56:50 AM
Authors: Magus
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Well, finally an experiment worked! This is a SMB1 Bowser, modified to shake the ground and stun Mario when he jumps, like the SSM's Bowser on SMB2DX. I've done it with Copy and Paste: it's based on Mikeyk's Bowser and Sledge Brother. (I'm not sure, but I guess he had done his SMB Stun Bowser in this way. If I'm right, the true authors of this are SSM or Insectduel)

(I still don't know any ASM, but copy and paste is a good method, no?)
This is nothing more than a minor modification of mikeyk's Bowser sprite, which is already included within SpriteTool.
File Name: Super Mario Bros 2 (USA) - Key Sprite
Added: 2017-01-09 12:16:41 AM
Authors: Hamtaro126
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is a tweak for the key (sprite $80) to make it look like SMB2 USA/Doki Doki Panic's Key sprite.



Tested with both SNES9x and BSNES Plus, ZSNES may work, but I do not want to use that anymore.



Just useful to someone, I dunno.



Just a Note: The original key cannot be hacked to removed the sprite direction attributes thus far, Find a way to remove directional flipping from the key, and I may submit as a patch instead!



This is a reupload with fixes by Medic, Thanks goes to him, Credit is also not nessicary!
Simple ExGFX tweak. If anything, it should've been submitted as a disassembly of the original key.
File Name: Layer3 Low Tide Water Vscroll fix
Added: 2007-07-06 01:20:30 AM
Authors: edit1754
Tool: Romi's Spritetool
Type: Generator
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Place this sprite in any level with layer 3 low tide water and vertical scroll enabled. This will fix the error when the water doesn't scroll with layer 1. This sprite won't work in vertical levels. You can also change the water's Y position for a different depth.

EDIT: Due to the nature of how this has to work, floating platforms may show odd bugs when you scroll high up vertically.
Turned into UberASMTool code.
File Name: Yoshi Coin Remover
Added: 2007-11-19 03:16:36 AM
Authors: MrCheeze
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Removes all of Mario's Yoshi coins. Works even if you already have 4 or more! Make sure to insert it as a sprite, not a generator.
That thing's actual code is 3 opcodes long.
And it could be optimized to use only two.
File Name: Collectable Locked Door Key
Added: 2008-03-06T14:41:28+01:00
Authors: Nimono
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This sprite, when touched, unlocks the matching Locked Door, much like the blocks. It will also vanish.

Credit (somewhat) to FPI for wanting this. The only reason I made it is because he wanted it like this.

Note: Due to problems, I cannot prevent it from reappearing after getting it the first time, sorry.
Not only is this sprite poorly coded (by using long strings of compares and bit sets, using long addressing, ORA instead of TSB), it also has the potential of affecting any ROM that uses UberASM or any ASM which needs the levelnum patch to work due to freeRAM collision.

Not only that, what kind of door is this thing supposed to unlock, even?

--------------------
I'm sure I'll find it
File Name: Lightning Generator version 2.0
Added: 2007-10-18 12:22:58 AM
Authors: Mattrizzle
Tool: Romi's Spritetool
Type: Generator
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Very similar to Ghettoyouth's lightning generator, except this one doesn't overwrite palette 0 with Bowser's palette.
Turned into UberASMTool code.
File Name: Treasure Locked Door Key (with modified Treasure Chest)
Added: 2008-03-06T14:41:14+01:00
Authors: Nimono, smkdan
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This sprite rises up, hangs in the air for a second or two, then vanishes, just like the Treasure Chest Items from SMB3, except without the flashing. It also sets a bit of $7E010B, which is used for the Locked Door and Locked Block blocks. Also includes a modified Treasure Chest that won't give up the Key once you refresh the level after getting it.

Credit to Schwa for the original Treasure Chest, credit to smkdan for helping me with the key.

Note: This sprite works alone, but it's not collectable....

Requires the key that was also removed, which also implies it has the potentail to break something when using UberASM. Code could also be improved.

--------------------
I'm sure I'll find it
Cutscene tool by Alessio; Cutscene Generator Enhanced pack by Blind Devil

(info lost due to an error)

Removal reason: Both were deprecated by uberASM Cutscene Mode code.

--------------------
MK2TDS
File Name: Better Boss Bass
Added: 2007-12-01T22:52:19+01:00
Authors: Lavos
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This Boss Bass Has A Slight change in its eat mario it now eats mario and lands back in the water.
Obsolete by this version.

--------------------
Okay, my layout looks ugly.
File Name: Stopwatch timer 2.0
Added: 2017-08-18 07:28:03 PM
Authors: GreenHammerBro
Tool: PIXI
Type: Generator
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This generator will display a stopwatch-styled timer on the status bar/HUD. The major difference between imamelia is that the "frame counter" is now the approximate centisecond (displaying hundredth of a second rather than 60th of a second). See the readme for more details, including the countdown effects.
Turned into UberASMTool code (Dunno why it hasn't been one from the start, really... especially when the readme says it can save sprite slots and tells you how to convert it). Readme has been slightly edited accordingly.
File Name: Mouser
Added: 2011-12-09 09:32:08 PM
Authors: imamelia
Tool: Tessera
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is a Tessera version of Dispari Scuro's famous Mouser sprite. It has a few customizable options, and it comes with a carriable bomb sprite and a custom palette.
File Name: Hammer Brother
Added: 2011-11-06 12:45:25 AM
Authors: yoshicookiezeus
Tool: Tessera
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is a Tessera-compatible adaptation of the Hammer Brother sprite included with Spritetool. Other than the basic functionality of the original sprite, it also has the options to configure the frequency with which the sprite throws hammers, whether the sprite is able to jump down through platforms or not, and whether or not it plays a sound effect as it throws a hammer. See the ASM file for more information.

Note that the included ramdefines.asm file needs to be placed in the main Tessera folder for the sprite to be assembled properly.
File Name: SMB1 Bowser
Added: 2011-11-06 12:43:28 AM
Authors: imamelia, mikeyk
Tool: Tessera
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is mikeyk's SMB1 Bowser sprite adapted for Tessera. It has a couple of configurable options (hammer throwing and ground shaking).
File Name: YI Ball 'n' Chain
Added: 2011-09-11 12:25:52 PM
Authors: edit1754, imamelia
Tool: Tessera
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is edit1754's YI Ball 'n' Chain adapted for Tessera.

Original description:

This long ball 'n' chain sprite rotates around a block. Both the chain and the ball hurt Mario. It is perfect for castles.

The required No More Sprite Tile Limits patch is included with this sprite.
File Name: Powerup Roulette
Added: 2011-09-11 12:22:09 PM
Authors: imamelia
Tool: Tessera
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This sprite blinks through a series of powerups, and when you hit it, you get the powerup that is shown. Things like which powerups to cycle through and how long each one appears are customizable. Inspired by, but not based off, Iceguy's level end roulette.
All of these have better SpriteTool equivalents that can be converted to PIXI more easily.
File Name: Venus Firetrap + SFX
Added: 2009-01-04T04:07:59+01:00
Authors: Koyuki
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: A Venus Firetrap that uses a sound effect when spitting.
And hello, Some of my sprites that make sound effects.

If anyone still wants to have a sound effect when the venus attacks, simply add a "LDA #$06 : STA $1DFC" after "STA $170B,y".

--------------------
Okay, my layout looks ugly.
File Name: Dangerous Metroid
Added: 10 May 2010 - 22:24:15 PM
Authors: Chdata
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Same exact thing as the one on the site but this will will actually start hurting you (can be changed to autokilling) if you're coins are at zero and it's on you.
Identical to the original Metroid sprite, except it can kill the player. The two have been merged into one sprite.
File Name: Yellow Pix
Added: 28-09-2010 08:58:07 PM
Authors: Yoshi987
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: A new Pix sprite and edited shell generator, based on the one by Yoshicookiezeus (I do have permission to release this update).



Basically, it's a Yellow version of Pix which takes damage from Yellow shells only, and a shell generator which generates them along with green, blue and red shells at random.



Thanks to Yoshicookiezeus for the sprite, -Yoshi- (or Yoshi987 as known here, credited below) for the Pix itself and dahnamics for his help.
Minor edit to yoshicookiezeus' Pix sprite and shooter from his pack. While this is acceptable because it does enhance gameplay factor, it was removed because the original pack has been updated to include it, as well as an extra variation.

edit: added link to the updated Pix pack.

--------------------
MK2TDS
File Name: No Carrying Sprite
Added: 07 April 2009 - 22:30:02 PM
Authors: Maxx
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This sprite disables carrying for the level. Place anywhere on a screen, but make sure mario has to pass by it.
Insert as a regular sprite, not generator. I don't feel like making people bother with generators.
This only consists of two instructions. Even basic ASM knowledge is enough to recreate it in less than a minute. It would be way better off as UberASM code, too, having it as a sprite wastes sprite slots.
File Name: Yoshi987's Custom Thwomp Pack
Added: 20-10-2010 11:25:41 AM
Authors: Yoshi987
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Has four or five Thwomps with interesting effects that can easily be used in your hacks.
These are just minor edits to mikeyk's Power Thwomp (included with his Sprite Tool), only made to include these rather... odd behaviors. They don't seem to enhance gameplay factor unless used in very, very specific ways, thus this can't be accepted.

--------------------
MK2TDS
Pages: « 1 2 3 415 16 »
Forum Index - Valley of Bowser - Moderation Questions - Sprites - The Great Sprite Purge of 2017-2018

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