koopster 🐢 [asm comms open]
koopster.bsky.social
koopster 🐢 [asm comms open]
@koopster.bsky.social
SPOILER WARNING! Final boss created for the other one of Saela's latest drops, Replica, where Mario sets off in an adventure to face his biggest enemy...

If you think I've been a little too quiet with bosses recently, well, I just gotta be 🫢

Get the hack here: smwc.me/s/41039
#smw #romhacking
November 20, 2025 at 4:21 AM
Dropped two sprites just now!

Bouncing Paraspiny: smwc.me/s/41055
Sumo Brother EX: smwc.me/s/41057

I'm sorry ASM mods... wait, I'm one of them now 💀 This is us trying to dodge the full queue
November 17, 2025 at 10:15 PM
You can see the ground detection more clearly in this .gif: no more flames standing in air for those who are not into that.

(Also I put some speed defines for the Sumo in the .asm file)
November 17, 2025 at 4:16 PM
Essentially done with: Sumo Brother EX, which has
- flames that detect ground
- configurable flame spread and dissipation speeds
- configurable number of tiles to spread through
- an option to spread indefinitely. Run!
#smw #romhacking
November 17, 2025 at 3:53 PM
A gimmick I created for one of Saela's latest drops, Karma, applied very graciously.

Named by me "Corpse Stepping", it allows you to profane a set number of Mario's corpses for his own filthy platforming purposes.

Go check Karma out! Download it here: smwc.me/s/41040

#smw #romhacking
November 16, 2025 at 4:53 PM
An expansion to Sumo Brother's flames that
- only ends when ground ends
- has configurable spread speed and vanish speed
- there can be twice as many of as in vanilla (20 versus 10)

Just gotta add interactions and pack it with a Sumo Bro, and the fun may be had :)
#smw #romhacking
November 11, 2025 at 4:28 AM
And you can make it eat whatever you want...
October 28, 2025 at 5:34 AM
Now truly accurate to #smbx, Toothy is now able to eat blocks! Just a little more testing before this one is out too 👀 #smw #romhacking
October 28, 2025 at 5:28 AM
Only #smbx could've turned adorable Mr. Saturn into an unassuming mass destruction tool #smw #romhacking
October 27, 2025 at 5:19 PM
Alright, done that - while GPS custom block code will be entirely ignored, my cluster sprite now gives a framework to program custom behaviors on bullet contact.

Useful for on/off blocks, brick blocks and so on. The most basic examples will be included!
October 27, 2025 at 3:23 AM
I got down to the point where I realised I simply can't make the cluster bullets interact with custom blocks, lol

As compensation, I added the option to make specified map16 tiles to shatter on contact with them

I wonder if there's a good way to add more common behaviors, like on/off blocks...
+
October 26, 2025 at 10:54 PM
A quickie - a patch that allows spawning monty moles in their walking state by placing sprite 12 (originally unused). #smw #romhacking
October 24, 2025 at 4:49 PM
Latest commission out of the oven - keys that trigger the destruction of a chain of blocks, based on a similar entity in Super Meat Boy.

Allows crossing chains, speeding up and slowing down the destruction and even blocks that turn into other blocks! #smw #romhacking
October 23, 2025 at 4:52 PM
He's hungry for some plumber meat. Also RIP top scanline #smw #romhacking
October 22, 2025 at 3:00 AM
Here's a demonstration of a very fast rate on LoROM (i.e. not on SA-1), which you can tell from the lag caused by the koopas #smw #romhacking
October 15, 2025 at 3:13 PM
With the Billy Gun from #smbx, you're invincible!
In my #smw version,
- bullets are cluster sprites, so up to 20 can be on screen, allowing for INSANE shooting rates (see reply)
- bullets still interact with the foreground, including blocks and slopes (as well as fireballs do, at least)
#romhacking
October 15, 2025 at 3:12 PM
It's Toothy! A little fellow straight from #smbx that slaughters all who encounter its maw. Features
- consecutive scoring which resets when it's dropped
- full carriable sprite behavior, like hitting blocks and staying in Yoshi's mouth
#smw #romhacking
October 13, 2025 at 8:07 PM
What's that...? #smw #romhacking #smbx
October 13, 2025 at 3:51 PM
After some discussion on this topic, we were able to figure out how to make boo blocks actually stay still as they spawn. This way, their disguise ACTUALLY works - a bit crazy that we've been designing levels with them where this isn't the case for 25 years! #smw #romhacking
October 7, 2025 at 12:09 AM
I bring eggs that
- can give birth to any normal or custom sprites
- hatch on proximity OR can be carried, hatching once they hit the floor
- support custom code for specific sprites when hatching

A part of a bigger project where classic #smbx assets are brought to #smw! #romhacking
October 1, 2025 at 2:52 AM
The beauty that is birth... #smw #romhacking
September 14, 2025 at 1:30 AM
Umm... hi?
September 12, 2025 at 3:27 PM
Preparing another release! 👀 #smw #romhacking #smbx
September 8, 2025 at 4:17 PM
A concept from SMBX I've always liked. Line guides and solid sprites are two challenges for sure, but I've always wanted to make these happen in #smw! #romhacking
September 7, 2025 at 1:02 AM
They're almost wrapped up for release! I was just figuring out a way to add a setting to easily turn them into actual bosses while still letting them be enemies. Setting a digit in the extra byte of any of the platforms should now enable level end trigger! #smw #romhacking
September 3, 2025 at 2:22 PM