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This looks really great. Has anyone been able to get it to work on an NES Classic? Any particular reason I may be having trouble getting it working?
I think I might have been mistaken about the event for the bats because
I didn't see one when I did a play through.
I pm'd you some of my mmx patches.
Man you really went above and beyond!
I actually had the idea of changing the enemies that seem to come out of nowhere for enemies from the actual comics and the cartoon series.
This page could help for a few ideas:
Out of that, I'd recommend posting a side-by-side comparison here from the original enemy and the new one you'll be using for each one, so people can get a better idea of what enemies are being changed, and to what.
I'll be looking forward to the new enemies!
I'll see what enemies I can think of for the remaining ones.
If you were going to make any of the enemies into a Triceraton, the chainsaw maniac would probably be the best choice in my opinion.
One minor thing I noticed while playing, you added a ladder to the Bebop miniboss room to deal with the jump height issue, but since you can't really jump off of ladders in this game, it's not that easy to fall from the ladder to land on the ledge. I tried doing it with Raphael and had to try it about 5 times before he finally got up onto the ledge via the ladder.
Attack 1/2 Health Speed Jump Defense Special
Leonardo 12 12 1.0x 1.0x 1.0x 1.0x
Raphael 16 24 1.0x 0.88x 1.5x 0.5x
Michelangelo 10 12 1.22x 1.0x 0.8x 1.2x
Donatello 09 10 0.88x 0.63x 0.8x 1.2x
There is actually some precedent for Mikey being the strong one and Raph being the fast one with Turtles in Time on the SNES (I don't know if these differences were unique to the SNES version or if they were present in the arcade original as well): https://www.gamesdatabase.org/Media/SYSTEM/Nintendo_SNES/Manual/formated/Teenage_Mutant_Ninja_Turtles_IV-_Turtles_in_Time_-_1992_-_Konami.pdf
Also, Sais are more of a defensive weapon whereas Nunchakus are blunt force.