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Super Mario Bros. 3 - Burner (vertical and horizontal)

SMW Sprites → Super Mario Bros. 3 - Burner (vertical and horizontal)

Submission Details

Name: Super Mario Bros. 3 - Burner (vertical and horizontal)
Author: lion
Added:
Version History: View
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
Comments: 23 (jump to comments)
Rating:
0.0 (0 ratings)
No rating
Download 9.91 KiB | 1,061 downloads

Screenshots

Comments (23)

Amomario123w Link
to make it behave more like smb3 one first change from the line 34 to this values :
Code
	!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:
Code
	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:
Code
	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.
olgdeldnem Link
I wish it used SMM's sprites.
 MarkAlarm 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.
A-l-e-x-99 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!
Thiago678 Link
oh yeah
Amomario123w From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
i always wanted this ones, this is my favorite in all smb3 airship's sprites
 Major Flare From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Tested with: LM 3.11, ZMZ 1.08, SA-1 1.32 and PIXI 1.2.14.

Update accepted.
HammerBrother From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Originally posted by lion
Originally posted by HammerBrother
Hey, I was thinking of adding an option to rely on a custom frame counter freeram (not $14) that increments itself and loops back to $00 after reaching a certain amount (example: $78 (120 frames, 2 seconds) so that they are in sync (runs on a schedule). This can be done by using uberasm tool so it runs even when no burner sprite is on-screen.

Sounds easy to implement. If you feel like doing it and it's not too much effort for you, go ahead.
I'd also keep the vanilla version for less ASM savvy people who don't want to mess around with levelASM for a simple sprite or are already using levelASM for something. The more options, the better.


I think this is done in Hollow Knight, but with chainsaws discs running in a path.
lion Author From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Originally posted by CalHal
Also in VIP and Wall and Alaska Mix 5, we see Rocket Engine flames that are 5 tiles long (instead of 3 tiles long) like in Super Kitiku Mario's Bowser level. Maybe you can do that in the future.

That is by carol actually. I guess I could try making them but I'm not the best at art and I don't want to swipe carol's pixel art without permission.

Originally posted by CalHal
What about adjusting the speed? Can you make the Rocket Engine's flame last 2 seconds and make them respawn again for 2 seconds (instead of 1 second) like in SMB3.

I'll try to release a customization update soon. I just fixed some stuff on the Leaf Shield so let me get my bearings first.
CalHal From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
What about adjusting the speed? Can you make the Rocket Engine's flame last 2 seconds and make them respawn again for 2 seconds (instead of 1 second) like in SMB3?

Also in VIP and Wall and Alaska Mix 5, we see Rocket Engine flames that are 5 tiles long (instead of 3 tiles long) like in Super Kitiku Mario's Bowser level. Maybe you can do that in the future.
lion Author From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Originally posted by Major Flare
I almost rejected this sprite since you forgot to add several things, like tags and images, and your .json files were incomplete.

I'm sorry (^w^;)

I'll try to study how .json files work better later.
I'm glad you think my code is good though, I think the code could be better optimized.
 Major Flare From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Tested with: PIXI 1.2.14, SA-1 1.32, ZMZ 1.08 and Lunar Magic 3.11.

I almost rejected this sprite since you forgot to add several things, like tags and images, and your .json files were incomplete. But hey, the sprite works and the code was well written, given your eventual limitations (stated in the .asm file), so no. Converted it to SA-1 hybrid (not a hassle, trust me), added tags, image and fixed the .json files so you can differentiate each sprite by the extra bit.
codfish1002 From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Originally posted by Cahhal
Roberto zampari found a lot of sprites that needed recoding and to work for PIXI. But you need to ask for permission before converting these sprites and add SA-1. What do you think?


I don't think lion would want convert or recode all of those sprites plus we have trashkas and Sa-1 if you want to convert them for your own purposes also i hope this doesn't count as back seat moderation #w{x(}
zacmario From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Burn one
lion Author From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Originally posted by CalHal
Roberto zampari found a lot of sprites that needed recoding and to work for PIXI. But you need to ask for permission before converting these sprites and add SA-1. What do you think?

i will not but ok
CalHal From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Roberto zampari found a lot of sprites that needed recoding and to work for PIXI. But you need to ask for permission before converting these sprites and add SA-1. What do you think?
Anas From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Oh, I see. Carry on with the UberASM then.
lion Author From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Originally posted by AnasMario130
Couldn't that option be implemented directly in the main/init code of the sprite itself? UberASM would be a little of a hassle here. Like in the main code of the sprite, you could already have it running even when it's offscreen.

It'd require an on-screen Burner, though. SubOffScreen only has the sprite running in a set radius.
Anas From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Couldn't that option be implemented directly in the main/init code of the sprite itself? UberASM would be a little of a hassle here. Like in the main code of the sprite, you could already have it running even when it's offscreen.
lion Author From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Originally posted by HammerBrother
Hey, I was thinking of adding an option to rely on a custom frame counter freeram (not $14) that increments itself and loops back to $00 after reaching a certain amount (example: $78 (120 frames, 2 seconds) so that they are in sync (runs on a schedule). This can be done by using uberasm tool so it runs even when no burner sprite is on-screen.

Sounds easy to implement. If you feel like doing it and it's not too much effort for you, go ahead.
I'd also keep the vanilla version for less ASM savvy people who don't want to mess around with levelASM for a simple sprite or are already using levelASM for something. The more options, the better.
HammerBrother From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Hey, I was thinking of adding an option to rely on a custom frame counter freeram (not $14) that increments itself and loops back to $00 after reaching a certain amount (example: $78 (120 frames, 2 seconds) so that they are in sync (runs on a schedule). This can be done by using uberasm tool so it runs even when no burner sprite is on-screen.
lion Author From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
Originally posted by Dark Prince
nice, is it compatible with sa-1?

not yet. i was gonna make it but hhhhh

if the mods would make it so i'd be thankful, but i'd be okay with porting it over myself. it'd take a little bit of time due to motivation but (i'd much rather just be coding a sprite rather than convert it)
Dark Prince From older version: Super Mario Bros. 3 - Burner (vertical and horizontal) Link
nice, is it compatible with sa-1?