Name: | SMB3 Boom Boom v1.1 |
Authors: | Ice Man, Tsutarja |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | This is SMB3's BoomBoom boss. it appeared as the fortress' guardians of the game. Ice Man Edit: But instead of using the extra property bytes to have only a specific phase of the boss it is now relying on the HP left to actually do each phase properly! 1st = Walking 2nd = Flying + Hunting 3rd = Fast Walking + Jumping Some things such as goal tile/palette, goal music are adjustable, too. Included the original files needed. Also SA-1 hybrid! |
Tags: | boom boom boss lorom sa-1 |
Comments: | 36 (jump to comments) |
Rating: |
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Comments (36)
Otherwise try changing !RiseLoc to something higher e.g. $0120.
With that change also change the timer he flies down at line 331 and 352 as well.
and in the line 352 set this:
• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60
Works as intended, so, update accepted. While the goal sphere that spawns uses palette D by default, I personally think palette E looks much better. You can change this in the asm file by changing "!GoalProp = $0B" to "!GoalProp = $0D".
During moderation I added a sprite graphic and description to the .json file.
If you only want it walking, replace .INIT2 and .INIT3 with .INIT1
Can also mix these labels to have different patterns.
You're forgetting something. You must also go to line 105 and change the '#$03' accordingly depending how many pointers you add.
If you only want it walking, replace .INIT2 and .INIT3 with .INIT1
Can also mix these labels to have different patterns.
sa-1 support, finally
thanks dude!
If you convert to sa-1, you find $7DFB. If you use as lorom, you find $1DFB.
There’s a custom music to change that says $7BFB
https://bin.smwcentral.net/u/41787/SMM2_BoomBoom.zip
(edit) Nevermind. I just converted to sa-1 not hybrid because it was hard to use with hybrid. So that is useful.
This video shows a Boom Boom boss made by another hacker.https://youtu.be/gySC_i-aYBY
Please add these options.
1. The boss takes 3 jump on him instead of 4 until he dies.
2. Boom boom don’t get hit by Mario’s fireballs take 9 fireball hits until he dies.
3. Can you make the boss get hit by boomerangs and hammers with LX5’s custom power ups?https://www.smwcentral.net/?p=viewthread&t=79053
4. Make the boss follow Mario and trip instead of running back and forth.
5. When you jump on Boom Boom, please show score sprites.
If you need to change the music when you grab the sphere (it is set to AMK by default), go to line 453 and edit this:
This is graphics for your Boom Boom Sprite. With correct palette. Ripped directly from Super Mario Allstars.