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."
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.
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... Youknow. (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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.