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Tip: If you place a moon, midpoint, or dragon coin through Map16, it will always respawn whenever you reenter that sublevel. It will not respawn if you add it through the Add Objects/Extended Objects window.
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Details for Bowser Fire
SMW Sprites - Bowser Fire Link - Show random
File Name: Bowser Fire
Added:
Authors: Darolac
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: A fire that jumps. Mario can't jump nor spinjump on him without taking damage. You can customize the height of the jump from the asm file. That's about it.
Tags: bowser, fire, lorom, sa-1
Rating: No rating
Download: Download - 2.09 KiB
171 downloads
Screenshots
Image
JamesD28
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.14
• Snes9x v1.60

Works as intended, so, accepted. However, the ASM for this sprite contained tables for X speed, Y speed and Props, which were entirely unused and included an unspecified "!Speed" define which prevented insertion. I can only assume this was leftover stuff from some previous point during the sprite creation and you forgot to take it out after you decided to use "!Jump" to define the speed. I took all the unnecessary things out, and everything else appears to work fine. During moderation I also added a .json file, and added the LoROM and SA-1 tags.

Note to users: If you wish to be able to spinjump off of the fire like the ones in Bowser's fight, you can disable the "Don't use default interaction with Mario" bit in the CFG editor.
Posted by:  JamesD28 - | Link
Final Theory
I would think that if you can spin jump off of him in the final bowser fight that it would also be okay to spin jump off this custom version too.
Posted by: Final Theory - | Link

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