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SMB3 Boom Boom v1.1

SMW Sprites → SMB3 Boom Boom v1.1

Submission Details

Name: SMB3 Boom Boom v1.1
Authors: Ice Man, Tsutarja
Added:
Version History: View
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
Comments: 35 (jump to comments)
Rating:
5.0 (2 ratings)
No rating
Download 5.69 KiB | 729 downloads

Screenshots

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Comments (35)

Ice Man Author Link
Originally posted by Elie Barnes
is it possible to have him fly up about 5 tiles and not get stuck on the ceiling?
There is not supposed to be ceiling but if you do, don't place it too low.
Otherwise try changing !RiseLoc to something higher e.g. $0120.
With that change also change the timer he flies down at line 331 and 352 as well.
Elie Barnes Link
is it possible to have him fly up about 5 tiles and not get stuck on the ceiling?
Amomario123w Link
the flydown to be more alike smb 3 set in the line 331:
Code
	LDA #$35				;Timer to fly down (use with speed)

and in the line 352 set this:
Code
	LDA #$30			;Speed to fly down (use with timer)
Ice Man Author Link
It was never present in this version.
P-Tux7 Link
Ice Man, did you fix the animation not looping properly?
 JamesD28 Link
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.
Elie Barnes From older version: SMB3 BoomBoom Link
is there a way for the sprite to change the music, like in SMB3, when he sees you?
Ice Man Author Link
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!
Anas Link
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.
Ice Man Author Link
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.
Knight of Time Link
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.
Dark Prince Link
yooooo
sa-1 support, finally
thanks dude!
ASSATAKKU Link
Ice Man Author Link
No, only stomping on him works.
CalHal Link
Dose Boom Boom take damage by Mario’s fireballs?
El Cuh Fermin Link
Awesome job Ice Man. I will use as the fortresses boss in 7 worlds 😃
codfish1002 Link
this is awesome gonna be usin this in my hack good job for fixing it #smw{:TUP:}
El Cuh Fermin From older version: SMB3 BoomBoom Link
Originally posted by Lucayorlando
It's a pretty good sprite for a boss fight. Though, is there a way to change the music that plays after grabbing the goal orb?


If you convert to sa-1, you find $7DFB. If you use as lorom, you find $1DFB.
Lucayorlando From older version: SMB3 BoomBoom Link
It's a pretty good sprite for a boss fight. Though, is there a way to change the music that plays after grabbing the goal orb?
MegaSonic1999 From older version: SMB3 BoomBoom Link
Never mind, I've figured it out.
El Cuh Fermin From older version: SMB3 BoomBoom Link
Originally posted by MegaSonic1999
How to make the sprite use music 03 instead of 0B for level ending?


There’s a custom music to change that says $7BFB
MegaSonic1999 From older version: SMB3 BoomBoom Link
How to make the sprite use music 03 instead of 0B for level ending?
Thiago678 From older version: SMB3 BoomBoom Link
is this sa-1?
ASSATAKKU From older version: SMB3 BoomBoom Link
Do you make BoomBoom of SMW skin of Super Mario Maker 2 ?
https://bin.smwcentral.net/u/41787/SMM2_BoomBoom.zip
El Cuh Fermin From older version: SMB3 BoomBoom Link
What was the sprite header number. It does not work for me with sa-1.

(edit) Nevermind. I just converted to sa-1 not hybrid because it was hard to use with hybrid. So that is useful.
Fullcannon From older version: SMB3 BoomBoom Link
The palette is replacing the back area color when not needed.
Vlif14 From older version: SMB3 BoomBoom Link
The walking loop graphics don't show up correctly, as the left side only uses 3 frames of four, and the right side two, making it look weird. Also, one additional attack would be nice. Pretty good tho
CalHal From older version: SMB3 BoomBoom Link
We don’t enjoy this Boom Boom Boss.

This video shows a Boom Boom boss made by another hacker.https://youtu.be/gySC_i-aYBY

Please add these options.

1. The boss takes 3 jump on him instead of 4 until he dies.

2. Boom boom don’t get hit by Mario’s fireballs take 9 fireball hits until he dies.

3. Can you make the boss get hit by boomerangs and hammers with LX5’s custom power ups?https://www.smwcentral.net/?p=viewthread&t=79053

4. Make the boss follow Mario and trip instead of running back and forth.

5. When you jump on Boom Boom, please show score sprites.
Alex119098 From older version: SMB3 BoomBoom Link
How would I change the goal sphere music in the PIXI version?
Nowieso From older version: SMB3 BoomBoom Link
Works very good!
Medic From older version: SMB3 BoomBoom Link
This works well! Some of the behaviour is unintuitive (I would expect to be able to spinjump on the spiky shell) but other than that everything works as expected.

If you need to change the music when you grab the sphere (it is set to AMK by default), go to line 453 and edit this:
Code
    LDA #$03
    STA $1DFB
Tsutarja Author From older version: SMB3 BoomBoom Link
Whoa, thanks Alex!
Alex No From older version: SMB3 BoomBoom Link
https://www.smwcentral.net/?p=section&a=details&id=15118
This is graphics for your Boom Boom Sprite. With correct palette. Ripped directly from Super Mario Allstars.

cheat-master30 From older version: SMB3 BoomBoom Link
Finally! Great to have a more accurate Boom Boom boss than dahnamics' one. Seems like it's much more usable than carol's one too, which is nice.
Mogu94 From older version: SMB3 BoomBoom Link
Great to finally have a more accurate Boom Boom in the sprites section.