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Details for SMB3 Boom Boom v1.1
SMW Sprites - SMB3 Boom Boom v1.1 Show random
File Name: SMB3 Boom Boom v1.1
Added:
Version History: View
Authors: Ice Man, Tsutarja
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is SMB3's BoomBoom boss. it appeared as the fortress' guardians of the game.

Ice Man Edit:
But instead of using the extra property bytes to have only a specific phase of the boss it is now relying on the HP left to actually do each phase properly!

1st = Walking
2nd = Flying + Hunting
3rd = Fast Walking + Jumping

Some things such as goal tile/palette, goal music are adjustable, too.

Included the original files needed.

Also SA-1 hybrid!
Tags: boom boom, boss, lorom, sa-1
Rating: 5.0 (Votes: 2)
Download: Download - 5.69 KiB
98 downloads
Screenshots
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Ice Man
It was never present in this version.
Posted by: Ice Man - | Link
P-Tux7
Ice Man, did you fix the animation not looping properly?
Posted by: P-Tux7 - | Link
JamesD28
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60

Works as intended, so, update accepted. While the goal sphere that spawns uses palette D by default, I personally think palette E looks much better. You can change this in the asm file by changing "!GoalProp = $0B" to "!GoalProp = $0D".

During moderation I added a sprite graphic and description to the .json file.
Posted by:  JamesD28 - | Link
Ice Man
That's his health but yes, you're right. If you want him to have more health you will also add more pointers, of course. If you know ASM you can have custom patterns, too!
Posted by: Ice Man - | Link
AnasMario130
Originally posted by Ice Man
Around line 204 of the code find this:
Code
.thing3
	LDA !1528,x				;Screw Property Bytes!
	JSL $0086DF				;Use a pointer!
	dw .INIT1				;Walking
	dw .INIT2				;Flying
	dw .INIT3				;Running + Jumping

If you only want it walking, replace .INIT2 and .INIT3 with .INIT1
Can also mix these labels to have different patterns.


You're forgetting something. You must also go to line 105 and change the '#$03' accordingly depending how many pointers you add.
Posted by: AnasMario130 - | Link
Ice Man
Around line 204 of the code find this:
Code
.thing3
	LDA !1528,x				;Screw Property Bytes!
	JSL $0086DF				;Use a pointer!
	dw .INIT1				;Walking
	dw .INIT2				;Flying
	dw .INIT3				;Running + Jumping

If you only want it walking, replace .INIT2 and .INIT3 with .INIT1
Can also mix these labels to have different patterns.
Posted by: Ice Man - | Link
Knight of Time
Interesting sprite here; is there a way to change the Boom Boom's behavior so that it doesn't fly after the first stomp? I recall SMB3 had two distinct Boom Boom patterns (it only flew around after the first stomp in one pattern). Other than that, I'm glad to see it has SA-1 support now.
Posted by: Knight of Time - | Link
Dark Prince
yooooo
sa-1 support, finally
thanks dude!
Posted by: Dark Prince - | Link
ASSATAKKU
Would you like to use BoomBoom graphics from Super Mario Maker 2?
Posted by: ASSATAKKU - | Link
Ice Man
No, only stomping on him works.
Posted by: Ice Man - | Link
CalHal
Dose Boom Boom take damage by Mario’s fireballs?
Posted by: CalHal - | Link
Fermín Acosta Jr.
Awesome job Ice Man. I will use as the fortresses boss in 7 worlds 😃
Posted by: Fermín Acosta Jr. - | Link
codfish1002
this is awesome gonna be usin this in my hack good job for fixing it #smw{:TUP:}
Posted by: codfish1002 - | Link

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