![]() ![]() Thanks to construct101 and leod for the gfx which were made several years ago. You need to apply dsx.asm, no more sprite tile limits, direct page preserve patch and the included bbgfx.asm which remaps the bob-omb explosion gfx to the first page for everything to run smoothly. and the projectiles.asm insert number needs to be edited in the file as well. the spikes spawn-height can be adjusted in the asm file. Your level layout should look something like the image. the higher you try to jump over him, the buggier the interaction field.īowser will only die if he touches direct map16 tile #$0005 (mud/lava tile) so the battle is as long as you want it to be. It is highly recommended you do not add any platforms, or really, anything in the way since bowser will walk right through it he and cant stop you from flying. this means you must have the level go from right to left. you should not be able to jump over bowser and trying to will cause him to push you back and hurt you. the only way to hurt him is to throw the shell back at bowser causing him to roll back to his eventual death: the pit of lava. the attacks are standing relatively still, rushing forward, shooting a fireball that explodes at marios feet, jumping causing 2*3 ceiling spikes to spawn somewhere near mario, and spawning a flying koopa. bowser stays in his initial position and will attack based on a random number generator. This is a 64圆4 bowser battle with inspiration from the original smb1 bowser fights. Just made some revisions, as usual they need a little bit to be approved.Įdit: Found some more stuff to change & updated this post.Link Show random Submission Details Name: This also concerns the palettes from the enemy cast roll, if they're different.Ĭhargin' Chucks - Confused Chucks' baseball seems to have a life of its own due to different frames when held and sometimes different positions, cape spin sfx needs 16x16 grid What I'm adding or already have added are all possible palettes in general, as they make the most sense just like the unused blue Swooper palette (which was later revealed to be their actual colour). Since I tiled them, you can frankenstein them by yourself.Īlso I'm not going to add garbage sprites which the game grabs from the VRAM when you defeat enemies which are not supposed to be defeated, like Fishin' Boo (turns into a part of Big Boo), the Lava Bubble (turns into a yellow Magikoopa head) or Iggy's/Larry's balls (turn into a red Reznor horn). Koopas & Masked Koopas: One Koopa has cap and shoes in different colours. I'm definitely not going to add the clouds again, we don't need sheets cluttered with duplicates. Fishin Boo & Lakitu: Switched clouds with each other. Flying Hammer Brother: Has a different platform, but these ones get on a sprite object sheet, as they're also part of an alien frame (the platform has no frame 2 which is required for animation) Big Boo: His parts are differently placed, all of these are on the regular sheet Sumo Bro: The different face is an overlay and the regular sheet has it as tiles And technically, the regular enemy/boss sheets aren't incomplete either: One exception are the Koopalings, but in this case I just added what I found inside the VRAM. They're alien frames which have zero relationship to the ingame sprites and their animations. I'm not going to add the sprites from the enemy cast roll. Various Enemies - Mega Mole & Monty Mole have the same palette issues as the beige Big Boo, but it doesn't affect their appearance as colour 7 isn't used within their sprites Skeleton & Ghost Enemies - cape repel sfx for the bones Reznor - Enemy Cast Roll palette for the platform is missing, maybe some other minor tweaks Plant Enemies - grid boxes would be cool, also fireballs & cape repel sfx Object Enemies & Hazards - maybe a few more grid boxes Morton, Ludwig & Roy - Morton & Roy (assembled tiles) are in the wrong row (switched) Lakitu & Spiny - The fishing rod has issues, as far as I remember World Bowser (alternatively called Bowser World or Bowser Land, as implied by the name of the worlds final level) is the eighth and final story world of Super Mario 3D World and its Nintendo Switch port Super Mario 3D World + Bowsers Fury. Koopas & Masked Koopas - Checking out if Blue Masked Para-Troopa is used in Vanilla Secret 1, the other hints from EvilMariobot are not correct The Big Boo - Palette fix for the beige one, the colour was wrongly encoded just like Magikoopa, I guessīowser - Sprite palette, fading mode7 paletteĬhargin' Chucks - Confused Chucks' baseball in their hands still animates, the cape repel sfx needs the grid from the hammer brother sheetĭinosaur Enemies - Rex squished sprite has to be separatedįireball Enemies - Bowser's Flame vanishes sfx, cape repel sfx for the Fire Snake droppingsįishin' Boo - Instead of Variant A & B, text like Normal and Turning might be better Just a quick list for the enemies/bosses on what to tweak or fix:Īquatic Enemies - Cheep Cheep in a bubble ![]()
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