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Ghost Shell

SMW Sprites → Ghost Shell

Submission Details

Name: Ghost Shell
Author: MarkAlarm
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is a shell that lacks the ability to interact with other sprites. Credit unnecessary, but appreciated.

You're able to customize a few of the properties of the ghost shell, such as its palette (defaults to grey) and initial kick speed. It makes use of two extra bytes to pull this off. Check the .asm file for more details, since it documents these things in a bit more depth.

The lack of sprite interaction includes other ghost shells, so you can build levels that either utilize this mechanic to create more interesting obstacles or use it to avoid setups where shells bonk each other and die. This would mainly be useful for kaizo/shell levels.
Tags: lorom sa-1 shell
Comments: 5 (jump to comments)
Rating:
0.0 (0 ratings)
No rating
Download 2.04 KiB | 621 downloads

Screenshots

Comments (5)

Mane Bros. Link
When I put the shells in the rom, they appear upside down, is it normal?
 Fernap Link
Tested with:
- Lunar Magic 3.31
- SA-1 Pack 1.40
- Snes9x 1.60, Bsnes-plus 05
- Pixi 1.32

Neat, simple, effective implementation (no p-speed midair not included). Just a couple random little vestiges of interactions that I noticed (due to the way these are checked) to be aware of:

- Naked yellow koopas will still jump over a kicked shell (but they won't be hit by it, or hop in a stunned one to make a disco)
- Can be eaten by baby Yoshi
- Will still be killed by bob-omb explosions
Erik_The_Swift Link
If the ghost shell gets turned into disco shells, does the asm still apply, or do they turn into Vanilla Disco shells?
 MarkAlarm Author Link
Not sure, but given that yellow koopas shouldn’t be able to enter this anyway, this is basically irrelevant as this shouldn’t be able to turn disco in the first place.
HammerBrother Link
Can you also make ghost spinies shells as well?