Views: 994,537,682
20 users online: Azula16, Big Brawler, El Cuh Fermin, elpeoajeno, Erik_The_Swift, Infinity, IvanSword, KaidenThelens, le4che, Mohamad20ZX, NBKevin98,  quietmason,  racknae, Retr0_Dave, Retro Master HD, Rykon-V73, Soul Storm, spooonsss, Tiozinho, Twoslow4me - Guests: 86 - Bots: 164 Users: 54,527 (2,079 active)
Latest: cthulhusnacks
Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. ExAnimation solves this problem.
Not logged in.
Details for Super Mario Bros. 3 - Burner (vertical and horizontal)
SMW Sprites - Super Mario Bros. 3 - Burner (vertical and horizontal) Link - Show random
File Name: Super Mario Bros. 3 - Burner (vertical and horizontal)
Version History: View
Authors: lion
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: The airship flamethrowers from Super Mario Bros. 3. Based on code from VIP and Wall and Alaska Mix 5 (credit to the anon who originally coded it).

Includes a horizontal sprite and a vertical sprite, in separate asm files.

Please set extra bit to flip direction if you so desire. By default they face left and up, respectively.

Includes custom hitboxes for more generous hit detection.

Uses the berry colors from palette 9.

UPDATE (15/03/2020): Added ability to customize firing time. A quick explanation on how to convert seconds to frames is available on the "Set these!!!" section of the asm files.

(Rykon-V73)Small change: Tilemap is easy to edit now.
Tags: airship, burner, lorom, sa-1, smb3
Rating: No rating
Download: Download - 9.91 KiB
to make it behave more like smb3 one first change from the line 34 to this values :
	!TimeToWait = $96
	; The time spent waiting.
	; By default, it's $3C (60 frames, 1 second).

	!TimeToFire = $5A
	; The time spent firing
	; By default, it's $5A (90 frames, 1.5 seconds.)

	!TimeToReturn = $96

and the line 148 and 151 in the fire routine to this values:
	cmp #$11						; \ If the Wait Timer is at $11 to $09,
	bcs WaitFrame1					; / draw the first frame of animation (tiny flame).
	cmp #$08						; \ If the Wait Timer is at $08 to $01,
	bcs WaitFrame2					; / draw the second frame of animation (medium flame).

and last in the fire-> wait routine the lines 230 and 233 change to this values:
	cmp #!TimeToReturn-2			; \ If Return Timer is at the first eight frames,
	bcs ReturnFrame1				; / Draw second frame of animation.
	cmp #!TimeToReturn-3			; \ If Return Timer is at the second eight frames,
	bcs ReturnFrame2				; / Draw first frame of animation.
Posted by: Amomario123w - | Link
I wish it used SMM's sprites.
Posted by: olgdeldnem - | Link
Moderated with:
Lunar Magic 3.11
Pixi 1.2.14
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60

Works well. The inclusion of a nice tile number editor at the top as well as the .json packed in makes the update acceptable. Should be useful for those who may have originally had trouble editing the tile number.
Posted by: MarkAlarm - | Link
...This actually exists? And all this time, I was doing it the hard way, via the "framal hurt blocks", custom graphics (that were jank for the vertical burners), and ExAnimation! #smw{x_x}

Can't wait to use this instead!
Posted by: A-l-e-x-99 - | Link
oh yeah
Posted by:  Thiago678 - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2022 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy
  • sm64romhacks