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Posted on 12-14-19, 10:28 am
Hammer Brother


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I remember seeing a Koopa Troopa shell in some NSMB hack that wouldn't roll after Mario picked it up and threw it away, kind of like those Goomba-like enemies from Super Mario Maker you can pick up and throw.

Does anyone know what I'm talking about? I cannot find it back, and I don't know whether it was some ASM hack or an unused setting.
Posted on 12-14-19, 10:32 am
Once upon a time there was a tiger.

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so basically it behaved like a springboard (or whatever else) when thrown? I can imagine that would be easy to set as an ASM hack, but I have never seen anything like it as an unused setting.
Posted on 12-14-19, 10:41 am
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@0:19

No idea how or why this happened though.
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Posted on 12-14-19, 10:48 am
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you're a derp, that's why it happened


more seriously tho, if you didn't hax anything relating to the Koopa, it's... weird. maybe some flag that wasn't set the same way as when those are 'natural' Koopas.
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Posted on 12-14-19, 11:07 am
Hammer Brother


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Well, sometimes enemies act a bit different (more "primitive") when you load the actor and not the whole sprite, don't they? Maybe that's why it happened?
Posted on 12-14-19, 11:30 am
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"the actor and not the whole sprite"

That doesn't really make sense. Sprites directly map to profiles and those directly to actors.

The only thing that might have happened is that I fed createActor with some random sprite data or other settings.
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Posted on 12-14-19, 11:35 am
Hammer Brother


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Oh.. well, to make it a bit clearer, this is what my brain was thinking:

> There's a Bullet Bill Launcher sprite
> There's an actor for just the Bullet Bill. There's also a Bullet Bill sprite, but that one has different sprite data settings.

> There's that Snow Spike sprite
> There's a separate actor for just the snowball. It lacks the Snow Spike.

> There's the Koopa Troopa sprite.
> There's the actor that lacks the ability to roll. So maybe the roll part is in another actor?
Posted on 12-14-19, 12:01 pm
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okay, know what? fuck that shit. I'm going to test all the Koopa settings and shit.
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Posted on 12-14-19, 12:13 pm
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ok well all I managed to do was spawning some weird glitchy upside-down Paratroopa, but could not replicate teh weird shell behavior.
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Posted on 12-14-19, 12:29 pm
Birdo


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I remember getting this behaviour by spawning a Koopa via the pipe generator by editing the sprite>actor table. It could have been a result of the sprite data, but maybe its something todo with the initial physics (e.g. velocity, direction etc) the actor is spawned with. Or maybe the Koopa Troopa has some code that other actors don't have that causes this.
Posted on 12-14-19, 11:37 pm
Hammer Brother


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No idea. Anyway, it is kinda nice and maybe it wouldn't be hard to recreate this in ASM, like Thierry suggested.
Posted on 01-04-20, 04:21 am
Boomerang Brother
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while this isn't exactly what you were asking for, I have a code hack from Ed_IT that makes removes the bounciness from springboards. could make a springboard model that looks like a koopa shell and combined with the code hack you could spawn koopa shells that act that way. you couldn't spawn koopas wearing those shells, though.

oh, also 1000th post. rejoice, and such.
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Posted on 01-05-20, 12:09 am
Hammer Brother


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Sounds nice, but not ideal to do it this way. The springboard shell should still be able to kill enemies when it's thrown at them, which doesn't happen with a springboard I think.
Posted on 01-05-20, 10:47 pm
Boomerang Brother
Thinking of something clever to put here

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ah, that's true. then I don't know.
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