Minor Light World Enemies
(Current scale is below 100% - zoom in to view full detail.)


Asset Info favorite | |
---|---|
Name | Minor Light World Enemies |
Category | SNES |
Game | The Legend of Zelda: A Link to the Past |
Section | Enemies |
Submitted | May 21, 2023 |
Uploaded By | Barack Obama |
Size | 36.19 KB (736x640) |
Format | PNG (image/png) |
Hits | 9,033 |
Animated GIFs (0)
Comments (7)

Poe has its sfx already separated in the tiles and as mentioned on the other sheet, every sfx for every enemy doesn't palette swap when the monster gets a hit.

The thing I mentioned for the Hyu's lantern also applies for the Poe.

Reduced a bit of blank space and repositioned the ripper tag.

+ added unused Hoarder sprites (stored next to lumberjacks and their tree in VRAM)
+ added notes for both Leever in terms of submerging back into the ground
+ changed notes for the Leever sand overlay, since it's frame-by-frame rather than an independent animation
+ added idle with shadow for the crow and the vulture
+ added notes for both Leever in terms of submerging back into the ground
+ changed notes for the Leever sand overlay, since it's frame-by-frame rather than an independent animation
+ added idle with shadow for the crow and the vulture

Apparently, the golden bee just uses 4 palettes, which are present on every map and therefore don't change. I put it on a new sheet anyway since it uses more than one palette for itself.

Not sure if the golden bee is even rippable at this point, since it cycles through a lot of palettes. Also you can release it on nearly every map and since a lot of them use various enemies/bosses/npcs/objects and therefore different palettes, the bee sprite most likely adapts to it and uses other palettes each time you change certain maps.

Think it's missing the "gold" (actually blue) bee from the ice cave-connected fairy fountain at Lake Hylia. Nice one getting the ending Crow, by the by.
You must be logged in to post comments.