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Bob-omb v1.1

SMW Sprites → Bob-omb v1.1

Submission Details

Name: Bob-omb v1.1
Author: Mellonpizza
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: Yes
Includes GFX: No
Description: This is a disassembly of sprite 0D, the Bob-omb.

Extra bit will make the sprite spawn in its stunned form.

Some defines for tilemap, sounds, and timers are provided.

v1.1:
- Added code for sprite states <8, fixing bugs when it dies
- If kicked or bumped, Bob-omb is displayed in the original palette after the flashing about-to-explode warning
Tags: bob-omb carryable explode item lorom sa-1
Comments: 8 (jump to comments)
Rating:
2.0 (1 rating)
No rating
Download 6.73 KiB | 1,057 downloads

Screenshots

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Comments (8)

OrangeRock57 Link
Originally posted by Hiro-sofT
Gonna report an issue with this one.
When blue koopas interact with the bob omb and kick it, it warps the sprite into your hands.
Using SA-1.

Had the same problem. Pretty disappointed this aspect is glitched as it's the sole thing I needed this sprite for. Really hoping there'll be a fix at some point.
Hiro-sofT Link
Gonna report an issue with this one.
When blue koopas interact with the bob omb and kick it, it warps the sprite into your hands.
Using SA-1.
 Major Flare Link
Tested with: PIXI 1.32, SA-1 1.40, Lunar Magic 3.33 and ZMZ 1.08.

The update works, so accepted.
spooonsss From older version: Bob-omb Link
Originally posted by A-l-e-x-99
Bugged.

If two instances of this sprite are close to each other, and one explodes, the other mysteriously teleports to Mario


Simple fix: change
Code
lda !sprite_status,x : cmp #$08 : bne +

to
Code
lda !sprite_status,x : cmp #$08 : bcc ++ : bne +


Downside: Bob-omb won't move or render for a frame

I have a more complete fix here:
Bobomb_dis.asm
spooonsss From older version: Bob-omb Link
Originally posted by Aldo4908
It doesn't give me the previous warning before exploding. It just stay there and then suddenly...BUM!


Probably you need to change the sprite palette in LM. Default sprite palettes 0 and 3 are the only ones that will show a difference. (Try testing the vanilla bob-omb; it renders the same way)
Aldo4908 From older version: Bob-omb Link
Nice sprite bro. I've only one issue. It doesn't give me the previous warning before exploding. It just stay there and then suddenly...BUM! It makes it dificult to calculate timing. Maybe i did somthing rwong, I don't know, if anyone could help me plis. THANKS!#smrpg{y}
A-l-e-x-99 From older version: Bob-omb Link
Bugged.

If two instances of this sprite are close to each other, and one explodes, the other mysteriously teleports to Mario, possibly leading to a glitch where he's stuck in "kick a Koopa shell" mode and racks up lives somehow. And unlike other bugged sprites I was using in my hack (the Atomic Shroom and Fire Snake), I was stumped on how to fix this!

The only reason I even downloaded this to begin with was because imamelia et al's "custom Bullet Bill cannon" demanded custom sprites by default, and I was using one of the cannons as a base for my own Bob-Omb shooter. A few other levels in my hack used the already-stunned Bob-Omb as an obstacle, but I think I can do without...
 Erik From older version: Bob-omb Link
Tested with: Lunar Magic 3.02; SA-1 v1.31; snes9x v1.58
Wow, this... this is really up to the detail. Great job with this. I admire the work at disassembling every sprite state, you don't get to see that commonly in older disassemblies.