Originally posted by zucchaHeya, update here!
I finished working on the sprite, you can download it
here. Tell me if there is anything broken or that needs to be changed; once it's good I'll submit it.
You can craft whatever bomb you want via extra bytes (e.g., you can have a skull bomb that goes off on a timer, one that explodes when interacting with sprites or Mario, etc.). Settings are independent from each other, you can freely combine them. This is a list of features you requested that I implemented:
- Choose between skull or pokéball graphics for the bomb
- Detonate the bomb when touching any of the following: player, other sprites, Mario's fireballs, solid ground.
- Detonate the bomb when a timer goes off (you can customize the timer). A bomb on a timer blinks (alternates palette).
- A bomb that explodes due to interacting with another sprite immediately kills that sprite.
- You can set initial X and Y speed. With this you can have the bomb fall with a parabolic trajectory, go up a little bit before falling, etc.
- Add a parachute to the bomb. The parachute will open only when it's falling and it sets a maximum falling speed (configurable).
- You can sort-of easily change graphics and/or the SP graphics slot.
- You can insert the bomb sprite directly into the level, or have a generator spawn it for you.
- Damage occurs when the player hits one of the four orbiting explosion blasts. The hitboxes can be customized for each animation step (e.g., the blast first and last animation are smaller compared to the middle ones).
- You can change the rotation speed of the blasts and their distance from the center.
A few additional notes:
- I included the parachute to the graphics you provided and removed the unused walking bombs. The file now has 12 8x8 free tiles.
- For performance reasons, the blasts have been implemented as cluster sprites and they don't interact with other sprites (they don't kill them). I could make them check for collision with other sprites, but it might become very expensive in terms of computation, especially considering that you always have at least four of them, and more if you drop several bombs at the same time.
- It's SA-1 compatible.
- Developed with PIXI 1.40, might not work with older versions.
Here a few gifs
Edit: Fixed an issue with the setting controlling the maximum falling speed when the parachute is open. Updated download link.
Hey, It’s me again guys! Did you miss me? (Okay, let’s begin with this now!).
First of all, this work seems to be awesome! Thank you zuccha!
I've finally fixed the PC a day ago, I encountered downloading some resources and these things... it's really took me a while, sorry!
Today, I had the chance to test these, in LOROM & SA-1, also, thanks for making thoses “three in a one kind” (or more in a one kind jajaja!).
The way that you implemented all this is amazing, you can craft/combine via extra bytes any type of bomb and the triggers/flags for activating the explosion & blast cluster routine, about the implementation of the blast in a cluster, don’t worry for it, making this possible of use it’s the important purpose. Thanks once more, for adding a README file that will explain all about inserting, editing, changing the sprite & other type of useful information for those wanting use this sprite.
Actually, I don't have founded nothing bad, in others words, these don't have any bugs, glitches or something like it, works everything fine how I wanted
But now I’ll talk about some details that I thought that adding to this amazing work will be nice to complete:
Adding a option to make the bomb shakes the screen during the explosion, like a thwomp, and also, modify the frames/time of the shake (a tiny detail).
Correct, read & see some parts of the README to see if all is fine, I encoutered a part saying: `gunstar_heroes_bomb_blast.json`
Oh.. and please, add this JSON file that I provided here, the appearence (Lunar Magic Display), I've fixed it's to a preview, by default, to the tiles of the second graphics page, specifically in SP4, the file include a custom list with the following configured versions made by me, this is for those wanting insert/place the sprite directly to the editor (Lunar Magic) more easily:
1.- Gunstar Heroes Bomb (no extra bytes configured): The version that you provide for customize it's with your preferences, this can be used for thoe wanting craft their own version, this sprite can heavily customize their behaviours, for more, check
`gunstar_heroes_bomb.asm` & `gunstar_heroes_bomb_blast.asm`, where all
customizable settings have been documented...
2.- Gunstar Heroes Bomb: Bomb that explode on contact with everything (Player, Sprites, Ground/Wall/Solid Objects & Player Fireballs) in a big blast, this don't have X/Y speed configured in their extra bytes (X speed correspond to extra byte 3 & Y speed correspond to extra byte 4).
3.- Gunstar Heroes Parachute Bomb: Bomb that falls slow with a parachute and explode on contact with everything (Player, Sprites, Ground/Wall/Solid Objects & Player Fireballs) in a big blast, this don't have X speed configured in their extra byte, and the Y speed is set to the value seemed in `gunstar_heroes_bomb.asm`, specifically in the define `!parachute_speed`.
4.- Gunstar Heroes "Pokeball" Bomb: Bomb that explode in a big blast when a timer goes out (when the "Pokeball" behavior is set, you need to connfigured/set the timer in the extra byte 2), this don't interact with: Player, Sprites, Ground/Wall/Solid Objects, but if the sprite if touched by a player fireballs, explode. This don't have X/Y speed configured in their extra bytes, by default, the timer is set up to the value "BE".
5.- Gunstar Heroes "Pokeball" Parachute Bomb: Bomb that falls slow with a parachute and explode in a big blast when a timer goes out, this don't interact with: Player, Sprites, Ground/Wall/Solid Objects, but if the sprite if touched by a player fireballs, explode. This don't have X speed configured in their extra byte, and the Y speed is set to the value seemed in `gunstar_heroes_bomb.asm`, specifically in the define `!parachute_speed`, by default, the timer is set up to the value "BE".
And there are the new palette (Correct a color that doesn't use the sprite, specifically in palette 4 or global palette C, in the palette ID destination "C8") & added a .palmask file to the included palette (to avoid replace the entire palette row & the Background Layer 1 Color, just someone needs modify only the corresponding palettes that the sprite uses, in this case, palette 3 & 4 or global palette B & C).
Here are the link to got it's:
https://bin.smwcentral.net/u/49146/ZucchaGunstarHeroesBomb_SomeFiles.zip
These are the things that I have notice that this don't have, I want to add to this a custom SFX of the explosion from the original game (Gunstar Heroes) that will fit better that the original SFX of SMW (none of them (except 09 Bullet Bill & 18 Thunder SFX from sound bank 1DFC) fit properly to be the SFX explosion for this sprite) but it will be to a update cooming soon, when I obtained/code the custom SFX, I will text you a PM, to include it's to the ZIP file, I'm not a expert using AddmusicK, so I might give a try to see but in other occasion.
Once that everything is done, you can send me once more the sprite to test it’s again, and you will can submit this to the sprites section for moderation, be sure to update the README! (for the new features, the changelog, these things…).

I'm working on a collab Hack, and we're looking for partners with GFX and/or ASM skills to work with us on
Pub Quest For RR. If you're interested, contact me!
