A Hammer Bro from Super Mario Bros. 3. It walks back and forth and sometimes jumps high between blocks. It frequently throws hammers in Mario's direction.
It throws an extended sprite hammer which is identical to the one bundled with PIXI but is still included for convenience. The included ExtendedGetDrawInfo fixes a crash in PIXI's, so it is highly recommended you replace it with it. The Sledge Bro uses the same hammer, so both sprites can share it.
Make sure to specify the extended sprite number of the hammer (extended/hammer.asm) from list.txt in the Hammer Bro's ASM file (sprites/HammerBro.asm)!
The Hammer Bros' hammer glitches other extended sprites interaction.
Mainly tested with Venus Fire Trap from immamelia and for some reason the fireball does not hurt the player anymore on screen 2 onwards in any level when a Hammer Bro. is present in the level, too.
After removing this part of the code in the extended sprite:
Code
LDA $1779|!Base2,x
LDY $1747|!Base2,x
BPL +
DEC
DEC
+ INC
STA $1779|!Base2,x
And replacing
Code
LDA $1779|!Base2,x ; frame is indicated by $1779,x
with
Code
LDA $14 ; frame is indicated by $14
The fireball started working again fine (and the hammer does, too).
Interesting find. I experienced the same problem with Sonikku's boomerang/fire bros on-screen along with the firetraps and I thought there was something wrong with my hack. Thankfully not the case, so thanks.
The Hammer Bros' hammer glitches other extended sprites interaction.
Mainly tested with Venus Fire Trap from immamelia and for some reason the fireball does not hurt the player anymore on screen 2 onwards in any level when a Hammer Bro. is present in the level, too.
After removing this part of the code in the extended sprite:
Code
LDA $1779|!Base2,x
LDY $1747|!Base2,x
BPL +
DEC
DEC
+ INC
STA $1779|!Base2,x
And replacing
Code
LDA $1779|!Base2,x ; frame is indicated by $1779,x
with
Code
LDA $14 ; frame is indicated by $14
The fireball started working again fine (and the hammer does, too).
little pedantic but i was reading the code for my own purposes (making a sprite for a small hard/v. hard hack) and
Code
+ LDA #$F0 ; hide hammer
STA $0301|!Base2,y
seems to be have left over from debugging, making the BRA ++ unnecessary. tried putting a breakpoint and even removing the code just in case and it's not being accessed by anything. remove and update this only if you want lol, it's your sprite. and it's really not too worth caring about, unless the person using it is strapped for space for some bizarre reason
quality sprite from a quality coder, wish you'd release more of your work you madman
does it work on Lunar magic v3.00
I also like to see all of the LX5 Bros Sprites has remap tilemap to SP3 instead of SP4 Because my hack SMWFTSQR has the old hammer and boomerang bros sprites but Blind Devil converted then to PIXI so be very annoying to change stuff in some levels
A second update to fix a bug where the sprite's graphics would mess up for a frame immediately after throwing a hammer. This was an unintended side effect of fixing corruption of $1602 for the sprite in slot 0 when throwing a hammer (fixed in the original conversion).
Also included 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.
Converted to PIXI and added SA-1 compatibility. A nice and easy to use Hammer Bro. Using extended sprites is a massive advantage because the hammers won't create as much slowdown and won't take up sprite slots.
This was originally part of Sonikku's C3 2013 sprite pack and was submitted to the section with his permission.
Follow Us On