When all enemies on the screen are killed, this will scroll to the next screen, stop, and repeat. Insert as a generator.
Update: - Fixed graphical glitch due to wrong freespace - Autoscroll won't stop scrolling if there are no enemies on the current screen - Customizable ignore list for normal non-enemy sprites (carryable sprites, powerups, platforms, etc.) that won't stop the screen from scrolling again - Fixed bug where screen could stop when not on a screen boundary
This generator goes to the Castle Destruction scene after a boss has been defeated. It also pauses before ending the level. It is somewhat customizable. Read the Readme for a more thorough explanation. Creator's note: Although this generator enables the castle destruction scene, it will NOT go to the scene if that level isn't enabled for the scene.
This sprite will make all other sprites freeze, meaning no movement or "blocked" detection.
I would suggest this would probably be used in the credits, where mario would walk past all the enemies in the game and you don't have to bother with making them in ugly grey block boxes in the air.
Insert as sprite, not generator.
Just as a note- the coding on how a sprite's graphics are made changes from author to author, and in some cases, this sprite could cause another to behave strangely. There is really nothing I can do about this, but I can guarantee that most common, vanilla sprites will work with this. Sorry for the inconvenience.
As you said, this doesn't work well for a lot of sprites, Koopas especially. The code is also quite inefficient, considering all it has to do is loop through all sprites. Nevertheless, converted to UberASMTool code.
Custom tweaked sprites are a simple form of custom sprites that were inspired by a largely unused function of mikeyk's Sprite Tool - the ability to use .cfg files to create custom sprite "tweaks" of the original sprites in Super Mario World. Since a custom tweaked sprite's .cfg file is referencing the game's original coding, additional asm is unnecessary and the game's original sprite is intact.
-Description: Just like the name implies, this sprite works just like the original "Display Level Message 1" sprite, but displays the second message instead. It comes without the overworld reset glitch of the original, though.
It can be easily replicated with Disassembly. Just replace
This sprite is a generator (MUST BE INSERTED AS A GENERATOR!) that causes Mario to lose coins when he gets stunned by an earthquake caused by an enemy that shakes the ground. The coins pop out of his pockets, so they can be picked back up if the don't fall off the screen. It decreases his coin count for each coin that comes out, but there can only be 3 coins on screen at a time (due to sprite slots and lag, I had to limit the number).
This sprite pack contains 7 different generators that generate random normal or custom sprites. There are three that generate normal sprites (either 2, 3, or 4 different sprites), three that generate custom sprites (also either 2, 3, or 4), and one that generates either normal or custom sprites and enables you to set your own number.
Based on mikeyk's sprite generator disassembly.
Turned into UberASMTool code and enhanced in the process.