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: |
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Comments (12)
Update accepted.
Just bugfix for SA-1.
this is a nice sprite
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.