Name of Sprite: SMB2 Updated Sprites Author: Mikeyk Generator?: No Extra Bit Used?: No, No, Yes, No, No, No, No, No Sprite Graphics File?: Yes Description: Updated SMB2 custom sprites by Mikeyk that most of them can be carried. It includes: Beezo, Birdo, Birdo's Fireball, Birdo's Carryable Egg, Mushroom Block, Shyguy, Snifit and Tweeter. Reuploaded in zip format for downloading.
All sprites from the pack were converted and submitted separately for ease of search and to fit current standards. The Mushroom Block was uploaded in the blocks section.
This pack includes giant versions of MikeyK's Snifit sprites. The difference with these is that they are 32x32, and instead of shooting Pitchin' Chucks Baseballs, they shoot Bullet Bills! Included are; Giant Rideable Blue Snifit Giant Rideable Red Snifit Giant Rideable Blue Snifit (Spin Killable) Giant Rideable Red Snifit (Spin Killable) Giant Blue Snifit Giant Red Snifit Giant Rideable Hopping Snifit Giant Rideable Hopping Snifit (Spin Killable) Giant Hopping Snifit The ExGFX file
No credit needed. PM me if you encounter any (major) errors.
Giant variation has been merged with mikeyk's Snifit, which's been converted and got SA-1 support.
A Birdo that spits fire at Mario, almost like in SMB2. Comes with a config file to make it fireproof.
mikeyk's Birdo includes an option to spit only eggs or fire, or spit both. It also has hitpoints, and an option to spawn an orb that ends the level after being defeated. It's already been converted and got SA-1 support.
These are giant Shy Guys which are based on mikeyk's normal Shy Guy code. Sprites included: -Giant Red Shy Guy -Giant Blue Shy Guy -Rideable Giant Red Shy Guy -Rideable Giant Blue Shy Guy -Rideable Giant Red Shy Guy w/Spin kill enabled -Rideable Giant Blue Shy Guy w/Spin kill enabled
Giant variations were merged with mikeyk's Shyguy, which's been converted and got SA-1 support.
Major Flare SMW ASM Moderator, Tools Moderator, and SM64 Manager Porcu-Puffer
Name of Sprite: Flashing Goal Author: Davros Generator?: No Extra Bit Used?: Yes Sprite Graphics File?: None Description: A custom sprite that will set the normal or secret exit if the extra bits are set. Contains a SMB3 version and another version that will warp you to the overworld/submap. Now with an updated readme.
Sprite goes to the right. Requires new, roated graphics. Edit the tiles by looking in the file. Also included is a block that will spawn a vertical vine if the horizontal one touches it and a horizontal if the vertical touches it. You must edit that file. Set "acts like" setting to 25. If you credit anyone for this, let it be imamelia.
A rather sloppy sprite. To start off, it's simple (read: two changed lines) modification of imamelia's Growing Vine disassembly which just isn't useful enough. It even still uses the default tile generation routine, which creates cut off vertical vine tiles. This sprite would be more acceptable if it at least tried to correct that (or if it even included any graphics).
The block is also rather shabby. It didn't correctly work for vertical vines. When it turns a horizontal vine into a vertical vine, it slightly misaligns it, which could cause problems in a longer chain. Not to mention that, for the player, it acts like 1030, not 0130.
This doesn't appear to have much effort or thought put into it.
You know the chairs in the level Hector the Reflector's Fort in YI DS. Well, these ghosts that carry the chairs finally made it to SMW.
Horribly coded to the point at which it's better to call this an amalgamation rather than a sprite. This is true for most of your sprites. I (unlike most other remoderators) have overlooked that and fixed them, but this sprite isn't even worth converting:
Its animation is not smooth at all and its movement is erratic and completely unpredictable. I don't think this is very useful in a hack, considering how unfair it is to the player.
Description: This sprite follows Mario throwing sprites fireballs at Mario at a very frequent rate. When it is killed it turns into the sprite you specify. Read the README for more information.
Tester's note: Don't forget to note that fire_projectile.cfg requires to be inserted right after fryguy.cfg. Also, why does the Hotfoot go behind layers (low priority)?
For a boss, this sprite has a rather bland pattern of just moving horizontally while throwing fire. For a Fryguy boss, it doesn't have any of its characteristics, especially splitting into flames at the end of a fight (outright spawning a random sprite seems a little half-assed to be honest). Unlike most of your other sprites, this one's code is not too bad, but it's still not at all a good recreation of what it's supposed to imitate.
Must be placed in a closed off room and the very first !define must be changed (unless you insert the sprite in slot 00). Has a few other features. Thanks Atmabrobro for fixing it. It is hurt by throw blocks.
This is a decent attempt at recreating the sprite, but it's rather poor. More specifically, it interacts with objects in a really weird way and can sometimes even leave the arena, which leaves the player stuck.
Inferior to Sonikku's Fryguy, which is a better recreation with proper (read: no) object interaction.
This includes several sprites, most of which I was planning to use as demo sprites for GEMS but never did. Includes:
-Birdo (it's mikeyk's, but I edited it to act even more like the one in SMB2; for example, the red Birdo actually spits 3 projectiles instead of 1) -Birdo/Panser fireball (minor edit) -Bomb missile (basically the same thing as bomb.asm included with Sprite Tool, except that this one can also go sideways and diagonally) -Multi-bill shooter (shoots two Bullet Bills at once and rotates; note that it doesn't have actual graphics) -SMB3 Nipper (spits fireballs if the extra bit is set) -Panser (more customizable than the other one and acts more like the original)
The Multi-Bill shooter and Panser sprites were converted and submitted separately for ease of search and to fit current standards. The others were removed for the following reasons:
This one fixes the pipe priority bug, and works with a health bar patch. It needs 1 byte of free RAM to preserve $19 though.
When placed in a level near Mario, this sprite will turn him into a shell for a configurable amount of time and during his shell time, he can stun enemies.
To be assembled with Romi's Sprite Tool.
Pretty weird sprite, which doesn't work as the player would expect. The shell doesn't move on its own - the player controls it the same way as they would do in regular form -, it doesn't trigger blocks from the sides, and you're still able to swim (float as if carrying something). But the biggest flaws found are the following:
> Code-wise, there's no clue on how to change free RAM (there's no define nor comments regarding this), and the powerup isn't even restored.
> The "powerup" functions similarly to a star power or a dash attack, but jankier.
> This is what happens if you meet the sprite while riding Yoshi. Wherever you place it, it will be there, spinning randomly while standstill, and it only functions when you dismount Yoshi.
> And the worst offender: you can sometimes clip into walls and screen edges, resulting in death.
Includes: Normal Big Boo Anti Big Boo "Pac" Big Boo All of the above in boss form A circling Big Boo Boss similar to the ones above. Note: Must be placed a very specific X/Y position to work but I forgot that values. Mainly it's at the center of the screen. Probably 7,9 or something. A Big Boo Boss that actually interacts with an can hurt Mario The same thing but spwns a door upon defeat A Normal Boo that always follows you. (Very similar to PAC-BOO as seen in the ASMT resources pack, but doesn't have a tile/palette change and doesn't run away if you have star power, or bump into walls if the extra bit is set.)
These are mainly edits to the regular Boo and Big Boo disassemblies, but they don't even work as intended, and others are clearly stated by the author as incomplete projects, thus not being very useful.
> Always Following Boo: it's a regular Boo that always follows the player. The Boo disassembly, which's already converted, has got this behavior as well as Anti Boo behavior depending on a certain define + extra bit set.
> New Big Boo Boss: while it's interesting that the boss can hurt the player (as opposed to the vanilla Big Boo Boss), it doesn't end the level at all after being defeated. By the way, player hurting behavior was added to the Big Boo Boss disassembly, and can be set through a define in the ASM file.
> New Big Boo Boss 2: similar problem as the above one - it doesn't spawn the door after being defeated.
> Anti Big Boo: it's supposed to follow the player when they're facing the sprite, but it always follows them instead. Both options (Anti and always following) were added to the Big Boo disassembly. A define in the ASM file determines what the extra bit will do.
> Big Boo: yeah we have a Big Boo disassembly already.
> Big Boo Pac: wasn't it supposed to flee from the player when they're invincible or something? It always follows the player, that's it.
> Anti Normal Big Boo Boss: it's a regular Big Boo but with hitpoints. It's clearly stated as incomplete, so it's buggy, especially in the boss hurt routine. It will only die when you hit it in a certain spot (top-left side of the sprite). Also, it always follows the player with faster speed, so it's not an Anti Big Boo.
> Boo "Spin":
This thing only works in a very very specific spot sorry.
well this comment did the job - the sprite is completely buggy, even when placed in the presumably "right" coordinates.
> Normal Big Boo Boss: same problem as the Anti Normal Big Boo Boss regarding hitpoints. However it acts like the original, correct Boo.
> Following Big Boo Boss: guess what
also wtf the "Normal Big Boo.zip" within the other "Normal Big Boo.zip" within the main zip is password locked for some reason (well at least one can open the files and copypaste the contents)