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More Frames For Fire Flower Shooting

I was asking this in #asm channel the other day on Discord and was wondering how to get more frames for when Mario shoots a fire flower.

In SMB3 he has atleast two frames which make the action look a lot smoother and less sudden than SMW's one frame/shooting pose.



like this?

I have seen in the ROM Map that you can extend walking cycles and was wondering what I would need to do to get an extra frame for the fire flower been shot.

I have seen it in some hacks before so I know its possible.
Any help on the matter would be lovely. Cheers :P

6400 post o.o


Here's the code that handles Mario's fireball animation:

Code
    LDA.w $149C                 ;$00CF6F    |\ Branch if not shooting a fireball.
    BEQ CODE_00CF7E             ;$00CF72    |/
    LDA.b #$3F                  ;$00CF74    |\ 
    LDY $72                     ;$00CF76    ||
    BEQ CODE_00CF85             ;$00CF78    || Show shooting frame (16 or 3F, depending on whether or not Mario is in water).
    LDA.b #$16                  ;$00CF7A    ||
    BRA CODE_00CF85             ;$00CF7C    |/

Basically, you just need to hijack this to show an alternative frame based on the value of $149C (which is already a timer for the fireball shooting animation). As for what these frame values refer to, see $13E0; you can edit these poses with this patch if necessary.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Also, you can alternatively achieve this without hijacking if you're using Uberasm via global codes.
Originally posted by Koyuki
Also, you can alternatively achieve this without hijacking if you're using Uberasm via global codes.


How would you use Uberasm for this then? I assume just running a global code that changes the fireball shooting stuff.

Also I'll take a look at that info you posted Thomas. :D