Name: | SMB3 Goomba Family |
Author: | Sonikku |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | This is the SMB3 Goomba family, which includes the standard Goomba, Para-Goomba, and Para-Goomba Bomber, which drops Micro Goombas, as well as a version of the Para-Goomba Bomber which stays in the air once it starts flying around. Two patches are also included; one of them is required for the sprite to function and the other is required for inserting the Micro Goomba, which is a custom extended sprite that can be inserted with PIXI. You don't have to give me (Knight of Time) credit, but please credit Sonikku, as this is his sprite. GFX are included. |
Tags: | enemy extended goomba lorom patches sa-1 |
Comments: | 22 (jump to comments) |
Rating: |
Download
16.64 KiB | 1,383 downloads
Comments (22)
The paragoomba automatically assumes the tiles he moves, that act like 25, have priority on. Even when it's off.
It's still not working, even If I re-downloaded the file. I think that I need to change those codes in the .asm file:
That's right; you'll need to change customsprite1 and customsprite2 to the values of the sprites you want to use with it (I'd personally recommend using the values for the Para-Goomba Bomber and the always hovering Para-Goomba Bomber here, but that's your choice).
The table looks like this out of the box:
And I have changed it to this:
Changing $04 to $08 for the first and fourth values in the first and third row seemed to make sense to me because of CCCT, but I can't figure out what to do with the $44 in the second row. My changes have resulted in only one frame of the goombas being red, while the other is still yellow.
I'm not certain where to change the color of the micro goomba.
Last, I think I found a bug with the para-goomba. If you hop on it's head in the middle of it's bigger jump, it starts walking in mid air for a few frames as if it were on solid ground before falling.
Does anyone have any ideas on how to fix this stuff? Still trying to git gud with ASM
• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60
Fixed a few graphic-related bugs with this:
- Some of the Goombas were using page 2 when their graphics were on page 1.
- The graphic for the "squished" Goomba wasn't included. I got this from the submitter and added this, and overwrote one of the keyhole tiles (which was obsolete anyway since the Goomba overwrote the key).
- Corrected the pink Berry sprite's palette, which for some reason was changed.
- The Micro-Goomba overwrote one 8x8 tile of the Banzai Bill. I instead moved the Micro-Goomba's tile to SP2 and overwrote the other obsoleted keyhole tile, freeing up SP4 for whatever the user likes.
Everything else, including the actual Goombas' functions, appear to work as intended, so, accepted. I did make a few other changes however:
- Added 2 more custom sprite checks to the CustomDefaultInteraction patch, so all the Goombas can work correctly with it.
- Changed the extended sprite number to spawn in Goomba2.asm from $03 to $01, to save space in the list.txt. It was also something that could be easily missed, and caused issues with extended sprite spawning.
I also added .json files for the 4 Goomba types, and added "lorom" and "goomba" tags.
Additional Note: It seems the Micro-Goombas' tiles can wrap vertically at certain Y positions, so keep this in mind if you plan on using them in a taller level.
Sorry, I don't have an SA-1 hybrid of the Goomba's Shoe. Even if I did, it would likely be a separate sprite here instead of being included in this pack.
Oh, okay. Got it!
Sorry, I don't have an SA-1 hybrid of the Goomba's Shoe. Even if I did, it would likely be a separate sprite here instead of being included in this pack.
It's still not working, even If I re-downloaded the file. I think that I need to change those codes in the .asm file:
That's right; you'll need to change customsprite1 and customsprite2 to the values of the sprites you want to use with it (I'd personally recommend using the values for the Para-Goomba Bomber and the always hovering Para-Goomba Bomber here, but that's your choice).
It's still not working, even If I re-downloaded the file. I think that I need to change those codes in the .asm file:
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/effect tool v2.0.1/asar161/customdefaultinteraction.asm:54: error: (E5050): Unknown operator. [CMP #$customsprite1]
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/effect tool v2.0.1/asar161/customdefaultinteraction.asm:56: error: (E5050): Unknown operator. [CMP #$customsprite2].
How to fix this error?
Sorry, it doesn't.
Yes. In the folder where you have PIXI, there should be a folder called "extended". That's where you put the Micro Goomba. Also, to insert it with PIXI, make a header in your list.txt file called EXTENDED: and put the Micro Goomba there. Just remember, the extension has to be .asm, not .cfg.