Is your SP4 graphic index
set to F? The flame needs that sprite index to display correctly.

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db $42 JMP main : JMP main : JMP main JMP return : JMP return : JMP return : JMP return JMP main : JMP main : JMP main!sfx_open = $0F ;Door opening !sfx_bank = $1DFC ;SFX bankmain: LDA $16 AND #$08 BEQ returnJSL *some address*LDA $18D9 CLC ADC #$B0 STA $18D9LDA #!sfx_open STA !sfx_bankreturn: RTL print "Opens the Castle Entrance when the player presses Up"
db $42 JMP Mario : JMP Mario : JMP Mario : JMP Sprite : JMP Sprite : JMP End : JMP End JMP Mario : JMP Mario : JMP Mario !FreeRAM = $13D8 Sprite: RTL Mario: LDA !FreeRAM EOR $14 AND #$01 BEQ + INC A INC A STA !FreeRAM LDA $14 AND #$07 BNE + JSR SplashFX + End: RTL SplashFX: PHY LDY #$0B .Loop LDA $17F0,y BEQ .Found DEY BPL .Loop PLY RTS .Found LDA $D3 CLC ADC #$18 \ This code alters the splash's Y axis STA $17FC,y / LDA $D1 STA $1808,y LDA $D2 STA $18EA,y LDA #$07 STA $17F0,y LDA #$12 STA $1850,y PLY RTS print "Generate splash when Mario touches it."
LDA #$80 STA $7D ;Mario's Y Speed LDA #$08 ;"Boing" sound STA $1DFC ;I/O Port played
LDA #$A0 STA $7D ;Mario's Y Speed LDA #$02 ;"Boing" sound STA $1DF9 ;I/O Port played
LDA $D3 CLC
.Found LDA $187A ; load yoshi status BEQ .notOnYoshi ; if it's equal, branch to .notOnYoshi LDA $D3 CLC ADC #$28 ; otherwise, continue here and load #$28 STA $17FC,y BRA .continue ; then branch to skip loading the other value .notOnYoshi LDA $D3 CLC ADC #$18 ; if it's not equal, load #$18 STA $17FC,y .continue ; this is where we meet back up LDA $D1 STA $1808,y LDA $D2 STA $18EA,y LDA #$07 STA $17F0,y LDA #$12 STA $1850,y PLY RTS
Asar 1.50, by Alcaro Enter patch name: "E:\Hack\backup\reloadow.asm" Enter ROM name: "E:\Hack\backup\smw.smc" E:\Hack\backup\reloadow.asm:47: error: Unknown command. [STZ $7E007C] E:\Hack\backup\reloadow.asm:54: error: Unknown command. [STZ $7E007C] E:\Hack\backup\reloadow.asm:74: error: Unknown command. [INC $7E007C] Errors were detected while assembling the patch. Assembling aborted. Your ROM ha s not been modified. Press any key to continue . . .