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Super Mario Land sprites [14]

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Me and andyk250 have agreed to bring over some Super Mario Land sprites, where he'll make the GFX and I'll code the sprite. Any sprites made will be posted in this thread.

Pionpi: The jumping invincible guy in the second last world before you go into the flying stage.



Nyololin / Gau: The former you find in the temple stages, the latter you find somewhere towards the end of the game. The only difference between the two is that one can turn around and fire while the other is completely stationary.



Suu: The dropping spider that acts kind of like a killable thwomp.



BunBun: Bee that drops stakes, comes with the stake sprite



Kumo / Fly: The sideways jumping spider / Fly.



Mekabon: Robot with detachable head.



Tokotoko: Running easter island head found in the Easton kingdom.



Batadon: Jumping easter island head with wings, he hops towards Mario.



Honen: Jumping fishbone. This one hides behind water and has configurable jump settings.



Pakkun Flower: Walking fireball spitting piranha plant like creature.



Pipe dwelling bullet bill blaster: A bullet bill shooter that pops out in intervals and shoots bullet bills.



Yurarin boo: Jumping sea creature like the honen but shoots fireballs at Mario.



Download's here, there is an ExGFX file for SP3 and SP4 x2 and a txt to say what file has what sprite. It should work with Yoshi as the GFX for it is included.


I also made an (iffly implementation) of the Marine Pop. You can get it here.

That's it for SML sprites.
Awesome! Actually, the SML-games are the first Mario-games I've ever played (a long time for SMW and Allstars) so I really love to see SML-related Sprites.

Wow, looks very well done! The SML enemies have funny names, though. :D

I love the graphics and I may use it in my hack too, and I was wondering, I know it'll be difficult, but I would love to see King Totomesu in a SMW Hack.
SML was rushed, so they didn't bother translating the enemy names in the instructions. "Pakun Flower" is the Japanese name for the Piranha Plant, for example. I like Pionpi...it's kind of the original "Dry Bones." Also, the area where the first boss was fought (King Totomesu) seems inspired by the "bridge" in every Bowser castle, notice that?
~Ra'akone

"I am not a sheep, I am a free man!"
Bosses aren't happening. Not because they're bosses (they're dead simple) but because it needs the SML setup to work well enough. I suppose the first boss fight is a homage to the original bowser battles, the rest of the battles were completely different.

Updated the OP with the two new sprites.
It will probably never be released because mikeyk is mia.
Funny thing...the instructions say that Nyololin "runs around in a cowardly manner"....I guess it was originally supposed to be like that SMB2 snake, then, but it was "gau-ified" due to lack of memory? I'm curious, are these new kinds of fireballs that you have the two shoot? Or are they based on something existing in SMW? *curious*
~Ra'akone

"I am not a sheep, I am a free man!"
Originally posted by Raakone
Funny thing...the instructions say that Nyololin "runs around in a cowardly manner"....I guess it was originally supposed to be like that SMB2 snake, then, but it was "gau-ified" due to lack of memory? I'm curious, are these new kinds of fireballs that you have the two shoot? Or are they based on something existing in SMW? *curious*

That is funny - it just goes to show how rushed the whole SML project must have been.

Also, the fireballs are a new sprite. Both the Gau and the Nyololin use it, and it could be potentially used by other sprites. The nice thing is, though, that smkdan coded the ASM for the sprites to look for the fireball at a specific position in your sprite list (therefore, the fireball sprite need only be inserted once, and the sprites that use it just need to be edited appropriately).

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Originally posted by andy_k_250
The nice thing is, though, that smkdan coded the ASM for the sprites to look for the fireball at a specific position in your sprite list (therefore, the fireball sprite need only be inserted once, and the sprites that use it just need to be edited appropriately).

I actually saw a sprite that did that (one of mikey's I'm sure) and I wanted to steal that behavior for some of my sprites. I have like three copies of generic fireballs in my sprite list right now, and I'd like to reduce that to one.
I'd generally expect parts of the game to be rushed for a launch title, but when it behaves nothing like the manual states then they probably rushed it a bit too much.

I figured the projectile selected by user behaviour was standard, it's easier on the user and it's easier to implement. No idea why mikeyk chose that method.

Two new sprites in the edit.
Ooooh! That spider is perfect for my hack!
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
You can bet bunbun will be in my hack.
@That Guy: Definitly cool

@smkdan: Way cool.

Quite a few times, places that are rehashes of 1-3 from SMB1 are made. So why not also 1-2 of SML? (same idea, you're on palm trees). Or maybe....some strange mix of those two levels with that Vanilla Secret level thrown in....imagine, a healthy mix of bunbuns, Winged Koopas, and bullet bills? Ok...now I sound a bit sadistic, eh?
~Ra'akone

"I am not a sheep, I am a free man!"
I've been messing with SFX today, and I found something that might interest you. I'm compiling my findings on 2 alternate SFX banks I discovered...unless they were previously discovered... and heard something that made me think of the sphinx sprite.

There is a sound at ASM opcode $7E:1DF9 that sounds like a beast growling. It's #$25, and I think it's for a Blargg. Would be great for Nyololin!

I'll post all of my data once I finish...Edit...FINISHED!!

[?]
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Some of these sprites would be perfect for my hack, as Andy has already told me :P.

Great work on these :D, I wish I could have the time to learn ASM.
Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
Thanks for the comments.

The Fly / Kumo are now up there. They're technically the same sprite but dressed in different graphics.
Yay I can use them for my hack now :D


..although I can't seem to get the fire to work with the Gau, he just sorta spits out a glitched graphic that sorta arches a bit and falls, is there somethings I'm missing here?
Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
Code
;sprite number that will be fired
PROJECTILE = $05


You have to set the $05 to whatever the fire sprite is inserted as.
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