Tip: Avoid blind jumps. If the player has to jump down a random hole to proceed with no indication at all that they can go down there, you've done something wrong!
Number of animation frames to use for walking/running Mario, indexed by Mario's status.
Ex: db $01,$02,$02,$02 The first byte it for small Mario, next is Super (Big) Mario, then Cape Mario, and finally Fire Mario. $01 means 2 frames for small Mario and $02 means 3 frames for the others. Longer animations are possible, but that'd require moving stuff around in $13E0, which hasn't been researched yet.
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