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SMB3 Fire Chomp

SMW Sprites → SMB3 Fire Chomp

Submission Details

Name: SMB3 Fire Chomp
Authors: Erik, edit1754
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is the Fire Chomp, as seen in SMB3's 5-6. The extra bit determines how it moves.

Remoderator note: rewrote a fair bit of code and combined both. GFX routine could still be optimized more. Requires PIXI v1.2 or superior.
Tags: chomp enemy fireball lorom sa-1
Comments: 12 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 9.90 KiB | 1,062 downloads

Screenshots

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Comments (12)

Hamilton64 Link
Just change the position of the fire chomp's head with the YY-CHR.
Amomario123w Link
Originally posted by yiey20
can you make it be able to look at Mario? It seems strange that it always faces left.
just flip the image in yy-chr even the original sprite had this problem
qantuum Link
Just noticed this does not have a "smb3" tag. Would be useful to add if any update is done.
Jolpengammler Link
Works pretty well but I agree with yiey20, it should look at Mario when spewing fire!
yiey20 Link
can you make it be able to look at Mario? It seems strange that it always faces left.
freddythekiller2016 Link
cool functioning
 Major Flare Link
Tested with: Lunar Magic 3.11, PIXI 1.2.14, ZMZ 1.08 and SA-1 1.32.

Update accepted.
 yogui Link
No changes. Same sprite as 10 years ago.
Just bugfix for SA-1.
Dark Prince Link
any changes?
this is a nice sprite
 yogui From older version: SMB3 Fire Chomp Link
The sprite indeed is currently not compatible with SA-1. I submitted an update to fix them. Here are the glitchs on SA-1 and the changes made to fix them:

Glitch 1: The fire projectile stayed stationnary
Solution: In firechompflame.asm the two LDA $14C8,x on line 21 and 43 need to be changed into LDA !14C8,x

Glitch 2: The first screen can have glitchy tiles after a fire chomp spawn (example)
Explanation: The game reserve 64 bytes for all 22 sprite slots on SA-1, so 580 bytes in total. The default freeRAM in the sprite was too small and could leak into the RAM of the level map16.
Solution: Change the default freeRAM to 418AFF, an address that seems unused. But you should check yourself if this RAM is unused in your game.
Hayashi Neru From older version: SMB3 Fire Chomp Link
Fire not work in SA-1
 Erik Author From older version: SMB3 Fire Chomp Link
I don't want to say this sprite was awfully coded (I've seen worse), but it was definitely not the best regarding optimization. I combined both chomps into one, and changed a bit of code (mostly in the pushes).