Editing File:SMB3 Player flash diagram.png

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== Summary ==
== Summary ==
{{aboutfile
{{aboutfile
|1=A diagram displaying all 171 possible palette flashes for the player while invincible or changing to [[Fire Mario|Fire]] form in ''[[Super Mario Bros. 3]]'' for the NES. Also includes explanations for how they go together. This image is to be linked to (with {{tem|file link}}) from sprite animations of Invincible Mario/Luigi for SMB3 to illustrate the variance the state has without bloating galleries or causing eye/epilepsy issues with the sheer amount of possible flashing animations. For translation to Fire form in gameplay and Invincibility on the map, the palette changes every four frames, which roughly corresponds to a frame delay of 8 in most animation software, while for Invincibility in stages, the palette changes every frame, which roughly corresponds to a frame delay of 2 in most animation software (it slows down near the end, though). The map "walk" animation, meanwhile, changes every 8 frames (which roughly corresponds to a frame delay of 14 and 13 alternating), meaning two color flashes per map pose - this is consistent in-game.
|1=A diagram displaying all 171 possible palette flashes for the player while invincible or changing to [[Fire Mario|Fire]] form in ''[[Super Mario Bros. 3]]'' for the NES. Also includes explanations for how they go together. This image is to be linked to (with {{tem|file link}}) from sprite animations of Invincible Mario/Luigi for SMB3 to illustrate the variance the state has without bloating galleries or causing eye/epilepsy issues with the sheer amount of possible flashing animations. For translation to Fire form in gameplay and Invincibility on the map, the palette changes every four frames, which roughly corresponds to a frame delay of 8 in most animation software, while for Invincibility in stages, the palette changes every frame, which roughly corresponds to a frame delay of 2 in most animation software. The map "walk" animation, meanwhile, changes every 8 frames (which roughly corresponds to a frame delay of 14 and 13 alternating), meaning two color flashes per map pose - this is consistent in-game.
|2=Self-ripped and assembled with help from prior rips (see [https://www.spriters-resource.com/nes/supermariobros3/sheet/244846/ this] sheet)
|2=Self-ripped and assembled with help from prior rips (see [https://www.spriters-resource.com/nes/supermariobros3/sheet/244846/ this] sheet)
}}
}}

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