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Sonikku's C3 Stuff - Winter 2025 Edition

Super Mario WorldSpritesResource Release

It's a somewhat-inconsistent tradition of mine to release at least 1 thing during C3. Not something I always do, but something I like to do here and there. Now, people on the Discord probably have seen me show this off constantly over the last week or two.
In short, I used Captain Southbird's SMB3 Disassembly to port over Bowser's SMB3 iteration. But rather than a direct port, I've decided to rewrite portions, add features, and so on. As a result, I've ended up with a fairly customizable boss. At its bare-basic, it acts more or less the same as SMB3's vanilla version. By editing the included settings file, you can change numerous parameters of the boss. I lost track, but there's around 100 different defines and tables you can adjust to your liking.

As an example, here's a video of the Bowser fight with a few tweaked settings alongside an enabled "desperation" mode:

If I can be honest, a major factor to me wanting to do this was because I wanted to have access to a custom SMB3 Bowser sprite that wasn't Carol's version. Plus, that sprite isn't public, though it seems like everyone and their mother has it downloaded (and I'm very proud to say -- and smugly too -- that I'm one of the few people who actually *asked* Carol for permission to use it, and received it).
For anybody that wishes to get it before I inevitably forget I ever made it:
[DOWNLOAD]


As well, while you're here, check out Ladiesman217's C3 thread. He's using a modified version of this boss, with an adjusted tilemap that makes use of the prototype SMW Bowser sprites. He was instrumental in providing his feedback and testing with this sprite. It'd probably be a lot less interesting without his insight.


This is less important, and honestly very minor compared to the Bowser sprite, but I also made a Level Ender "door" sprite that is intended to be used alongside it. This sprite is intended to detect when all sprites have been defeated (with settings to ignore certain sprites).
When the sprite is triggered, it can be setup to show a static 16x32 sprite door. You can also set it up to trigger an ExAnimation Custom Trigger if you'd prefer to handle the visuals yourself.

For this sprite, you can get it here:
[DOWNLOAD]

It's a bit more lacking in polish compared to Bowser, but it should suffice for now.



It's certainly amazing zo see this boss in action, but there's one thing that bothers me on the video (as well as Ladiesman217's gifs) - it's a minor nitpick, and I'm sure it can be tweaked by the invidual user, but I'm not sure why in both examples shown here, it takes forever for Bowser to fully destroy the blocks.

I think it only really adds repetition, not excitement.
In that regard, I thought the original SMB3-Bowser-fight-setup was perfectly balanced.
I'm just a little scared that people get overboard with it, making it more annoying than the overuse of the Thwomp-boss many years prior.
Other than that, fantastic work! #ab{O_O}

Originally posted by FPI
It's certainly amazing zo see this boss in action, but there's one thing that bothers me on the video (as well as Ladiesman217's gifs) - it's a minor nitpick, and I'm sure it can be tweaked by the invidual user, but I'm not sure why in both examples shown here, it takes forever for Bowser to fully destroy the blocks.


It's actually a quirk of how the boss destroys tiles that I decided would make for an interesting spin on the boss. Early on in the design of the boss, it pretty much only allowed you to destroy the tiles outright, replacing them with air blocks. I was fine with that until I decided that I wanted to implement "hard mode" settings, with one of them being his multi-jump. I found that you'd be able to end the fight way faster than you could in SMB3.
At that point, I thought of making a system that iterates Map16 tiles from one to another, instead of just outright deleting them always.
So in this example, the boss will "destroy" tile 300, turning it into 301. Then, another entry in the list makes tile 301 become 302, and then another entry for 302 to turn into 025.
You can define how many times the boss will "iterate" through this list depending on a few circumstances. For instance, if the boss is configured to jump multiple times you can make it so he'll only break blocks in 1 iteration on the last one of a series. If you were to iterate 2 times, it'd go from tile 300 to 302 right away, and 302 to 025.

In my opinion, if someone wanted to make a more engaging version of the vanilla boss, it'd probably be best to make the top two layers the most "fragile" of a series of blocks, and then make Bowser enter his desperation phase once he hits the bottom set, where those are fully intact and take 3 hits.
That way he'd break through the first two layers fairly effortlessly, but once he hits the bottom layer he begins moving a lot more erratically. Still breaking the top two layers in one hit, but the bottom layer is a bit more sturdy to extend the length of the fight.



I need a good Bowser. I can see myself using this sometime soon. Good work!
NewPointless
....

I THOUGHT THIS WAS CAROL'S SMB3 BOWSER!

Either way, it looks cool. Great job, Sonikku! Can't wait to use this...
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Hey, I really needed an SMB3 Bowser. This will definitely be in my hack. Thanks for sharing, great job! #smrpg{cool}
That Bowser is BRUTALLY awesome!


Have a frost day~
I find it kind of funny/interesting that for the longest time in the SMW Hacking community an accurate SMB3 bowser was like the holy grail of alternate Bowser bosses while SMBX has always had SMB3 bowser but SMW Bowser (and the rest of the SMW Bosses) is our desired holy grail of bosses. Great job on the SMB3 Bowser, now if only someone in the SMBX community made an SMW Bowser that's just as customizable.




Late, but I saw this over on Discord and I'm glad to see you released it! It looks super amazing overall, and it's nice to get an accurate SMB3 Bowser other than carol's.

On a small note, I am glad you kept the normal Bowser palette exactly the same from the original SMAS SMB3, no weird arrangements or slightly inaccurate colors. It bothers me sometimes when people unnecessarily rearrange the colors in the palettes when ripping stuff directly from SNES games. I dunno if you handpicked all colors for the Bowser brother variant from there, but if so, that's even cooler!

Also appreciated that you mentioned where exactly you disassembled the sprite from, even though I'm not a pro ASM'er at all. I had heard about Southbird's SMB3 disassembly a while back, but you never directly mentioned what disassemblies you used for the other SMB2 & 3 sprites you've made throughout the years. That's why I got curious.

I hope to use this sometime soon, but since I plan to use a spiced-up version of the vanilla SMW Bowser, I'd ideally like to modify this sprite's tilemap myself to use the gigaleak Bowser graphics for consistency's sake, although I dunno how easy it is to expand the tilemap like that.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

I remember that SMB3 Bowser fight seeing in hacks like SMW 2012 Master Hands Doomsday and Brutal Mario! Happy someone created that in the modern SMW hacking time! Awesome work Sonikku!
Hell yeah for a cool SMB3 Bowser, carol's is pretty lacking indeed.
I peeked at the settings file and the ASM itself and, my God, the amount of customization power you gave the user is incredible. And the cleanliness of it all too, even if it's a bunch of settings it's not intimidating at all with how properly explained it is. An extra thanks for document what the misc. tables do in the sprite.
So yeah, great job on this!!
Please check out BOWSIE!
i shouldn't have ever been calling it love.

Super Mario WorldSpritesResource Release