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Fire Bro

SMW Sprites → Fire Bro

Submission Details

Name: Fire Bro
Authors: Sonikku, lx5
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: The Fire Bro from Super Mario Bros. 3. It walks around and occasionally hops. It periodically spits 2 fireballs at Mario. They are extended sprites and are identical to Mario's fireballs, except that they can hurt him.

Make sure to specify the extended sprite number of the fireball (extended/fireball.asm) from list.txt in the Fire Bro's ASM file (sprites/FireBro.asm)!
Tags: bros extended extended sprites fire fireball lorom sa-1 smb3
Comments: 14 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 8.33 KiB | 2,145 downloads

Screenshots

Comments (14)

Anas Link
If you wanna fix the very odd cape interaction, paste this code above 'print "MAIN", db':

Code
print "CAPE", pc
LDA #$04
STA $00
LDA #$08
STA $01
LDA #$06
STA $02
LDA #$08
STA $03
%ExtendedCapeClipping()
BCC .notInContact
lda #$01 : sta $170B|!addr,x
lda #$10 : sta $176F|!addr,x
.notInContact
RTL


Code courtesy of Atari2.0 and values courtesy of Kevin.

Edit: This code applies to any custom ext. sprite that can hurt the player but has bad cape interaction.
Anas Link
I discovered that the 'ExtendedBlockInteraction' routine that comes with this sprite doesn't work in ExLevels. This version should completely fix that.
Anas Link
Also, with a little help from Tattletale, I realized the off-pixel interaction of the fireball is due to the clipping width. To fix it, just go to ExtendedHurt.asm and change the LDA #$0A in line 9 under the STA $06 and STA $07 to LDA #$03.
KiloMinimo Link
the fireball isn't appearing for me what should I do?
Anas Link
Wanna have a version of this Fire Bro using mikeyk's tilemap, which is much smaller? Get it here! (includes the Boomerang Bro as well) Please credit RussianMan. Note that this modified one doesn't show its mouth open, but that can easily be changed in the ASM file.
MegaSonic1999 Link
what shold I do?
MegaSonic1999 Link
It's not working with me, because the fire bro doesn't shoot fire.
 RussianMan Link
Oh my, fireball's hit box is a little too big for 8x8.
 Telinc1 Link
Another update to include a JSON file which can be used instead of the CFG file with PIXI 1.2 or above to make the sprite display in Lunar Magic.
Amomario123w Link
ok then i have to put ExtendedBlockInteraction.asm file in PIXI'S ROUTINES FOLDER RIGHT? IT GOT INSTALLED BUT NOW IT CRASH, MAYBE IT CRASH THE GAME BECAUSE I USE LX5 POWER UPS AND IT PATCH INSERT ALREADY EXTENDED SPRITES MYBE IT IS INCOMPATIBLE BUT ANYWAY THANK YOU VERY MUCH I TRY THIS WITH A NEW ROM
 MarioFanGamer Link
Have you put ExtendedBlockInteraction.asm in the folder "routines"?
Amomario123w Link
in PIXI SAYS UNKNOW MACRO [%ExtendedBlockInteraction()] what iti means what i have to do?
lx5 Author Link
The fireball also works with Custom Blocks, so anything that has code in the MarioFireball offset is going to be executed when a fireball touches it.
 Telinc1 Link
A good recreation of the Fire Bro. Originally part of Sonikku's C3 2013 pack.

Converted to PIXI and added SA-1 compatibly. The extended fireballs are now custom extended sprites which don't require a third-party patch to work, courtesy of LX5's disassembly of the fireball. I've fixed some issues with it, specifically those arising from PIXI's swapped defines for extended sprite speeds.

Note to sprite creators: This sprite includes (as mentioned above) a disassembled fireball and a routine for providing extended sprites with object interaction, which appears to work without issues (I've tested it with all slopes and mode 7 bosses). Both of these might be useful for your own sprites.