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Ultimate Noob Sprite v1.3.4

SMW Sprites → Ultimate Noob Sprite v1.3.4

Submission Details

Name: Ultimate Noob Sprite v1.3.4
Author: Iceguy
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is the infamous "Ultimate Noob Boss" made by Iceguy. It is now back with a new name that implies it can be used for more than boss fights. It has quite a few attacks and is very customizable. Read the comments in the .asm file for details.
Tags: boss customizable enemy lorom sa-1
Comments: 45 (jump to comments)
Rating:
4.0 (5 ratings)
No rating
Download 24.41 KiB | 2,144 downloads

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Comments (45)

ASSATAKKU Link
How Can I Code This Sprite To Create A Custom Boss In The Mega Man Lineage?
simon.caio Link
this is so great! so many possibilities and I am having a lot of fun to play around, tweak and add things. The Boss is coming along nicely!
BUT one thing that ruins everything is that the sprite in some cases preserves the properties of the states if dying and restarting the level...I don't think it is the retry uberasm patch.....for example if the player dies when the sprite is dropping then it drops still as soon as the player restarts the level with retry...if exiting the level and reentering then everything is fine again....anybody know how to fix this please?
EDIT: It seems that I fixed it with a
Code
STZ !1510,x
under "DropSpr:"
Moltz Link
For those interested, there's a way to make the sprite switch into the next state on the line after enough time has passed, which can be used for things like a brief rage mode where the sprite's invincible (ie. the Koopalings' shell spinning attack from non-SMW Mario games) or maybe even some desperation move which kills the sprite at the very end, all while not having the player hurt the sprite at all as it attacks.

Just paste the following somewhere between the sprite's routines without overwriting any of them:
Code
;==================================================================
;Timer State Routine
;==================================================================

TimerState:
    CMP !160E,x			; If timer isn't the value set in the state... 
    BNE .IncreaseTimer          ; Increase it.
    STZ !160E,x                 ; Reset timer.

    LDA #$06            ; \ play sound effect
    STA $1DF9|!Base2    ; / remove these 2 rows if you don't want any sound whatsoever
    DEC !1528,x		; \ switch to next state
    RTS

.IncreaseTimer
    INC !160E,x                 ; Increase timer.
    RTS


And presto! Now, when placing the new pointer in a state, you do it like this:
Code
LDA #$xx : JSR TimerState      ; Makes the sprite switch into the next state after a set amount of time (between 00-FF) has passed.


Which comes with the plus you can make the timer be whatever in any state you want, not unlike how Daizo Dee Von's tweaked version works for determining the sprite's speed in each state (the code in question is compatible with that version too):
Code
STATE8:		;Walking 1				
JSR Move			
JSR JumpA				
JSR Push
JSR Strong
LDA #$C0 : JSR TimerState 	;Sprite switches to state 7 after C0 (hex)/192 (dec) frames...
RTS
STATE7:					
JSR Move
JSR Push			
JSR Animate2
JSR Strong
JSR Ramming
LDA #$80 : JSR TimerState 		;Sprite switches to state 6 after 80 (hex)/128 (dec) frames...
RTS
...


(This pointer doesn't work well with the sprite's built-in Health bar though, so be mindful of that it you wanna use it).
Gulaschko Link
Great template to make your own bosses! However, there is a problem that if the Boss ends the level, the level doesn't get saved into save file even though you press "save and continue" on the Overworld...
Moltz Link
Did you set in the overworld editor the save prompt flag on the level the sprite's in?
Soul Link
Nice, but just a bit bland... Usually I have no trouble defeating this boss in hacks #smw{...}
MegaSonic1999 Link
How to make the boss teleport when he gets a hit?
Space Sandwich Link
I'd like to know if there's a way to change sprite only during jump, so, similar to the last comment I guess
KDJewl Link
I tried asking this in the forums but haven't gotten any replies; is there a way to change the tiles the sprite uses ONLY when spitting fireballs or spawning sprites? The idea is for its mouth to open when spitting fireballs but then reverting back to the normal tiles.
olgdeldnem Link
Ah yes my favorite boss from smw

The ultimate noob boss
MegaSonic1999 Link
Very useful for custom edited bosses. nice sprite.
MilkyMooer Link
This is definitely useful. No reason to not give 5 stars.
janklorde Link
Fantastic tool! Any advice on how you'd go about changing the colors for the 'hammers' and 'bones'?
TheLucraftTeam Link
Good For Newbies who didn't know how to make custom bosses
Mrmariobros222 Link
Idk if is just me, but this still hasn't fixed the sprite generating issue where as the first 2 enemies that are spawned on screen won't get hurt by Fire Mario's Fireball, without killing the first 2 sprites, the 3rd and higher sprite can die by the fire flower like normal. Hope that get's fixed someday.
autisticsceptile1993 Link
I think it'd be cool to add a random custom sprite gen for the heck of it
StudsX Link
Good :D
nlxt Link

downloads
Romano338 Link
Random sprite spawning doesn't seem to work properly, it spawns the same sprite over ten times in a row before I stopped
 Blind Devil Link
Not all moderators have consoles to test stuff, nor all resource coders, thus no way to test that. So, working on console isn't a requirement.
Romano338 Link
So this is accepted despite some stuff not working at all on console?! What testing is required for something to be accepted?!
 Major Flare Link
Tested with: PIXI 1.2.9, LM 3.04, SA-1 1.32 and ZMZ 1.08.

Accepted.
Romano338 Link
On 1.3.3 I have a problem, the aiming doesn't work on console, it doesn't target Mario. I suppose it is still in that version since it's not in the change log.
HammerBrother Link
Yeah, it was strange physics bug with how gravational acceleration and terminal velocity works, when the sprite jumps, it goes up as normal, but when it starts falling, it accumulates its downward speed quickly as if it was forced into the ground by telekinesis.
 Blind Devil Link
ahh s*** here we go again

Fixed gravity define behavior. Just a matter of changing one specific check for that in the code. Rise and Drop also work properly, too. Thanks to Roberto zampari for reporting it out.
Romano338 From older version: Ultimate Noob Sprite v1.3.3 Link
The aiming doesn't work on console
yygdrasil From older version: Ultimate Noob Sprite v1.3.3 Link
too easy can we make it more difficult?
nlxt From older version: Ultimate Noob Sprite v1.3.3 Link
many of the bosses that I have in my hack are made with this sprite So thank you for the update
zacmario From older version: Ultimate Noob Sprite v1.3.3 Link
What is old is new b again
 Blind Devil From older version: Ultimate Noob Sprite v1.3.3 Link
Added a new routine so you can have spawned sprites to be aimed at the player. Feature suggested by Roberto zampari.
nlxt From older version: Ultimate Noob Sprite Link
That's great! I loved the boss and with the Pude Make A Sledge Bro Boss That I Stay Great!
Good MiniBoss
 Blind Devil From older version: Ultimate Noob Sprite Link
This one got lots of optimization, and even new functions. Read the readme.txt for more details. Added screenshots, tags, and SA-1 support.

Extra comment: Even nowadays, this sprite has great potential, despite being overused and often badly implemented in hacks. It's an annoying sprite only if you don't know how to design a level with it and its properties.
masterninja7 From older version: Ultimate Noob Sprite Link
why am i getting these errors?
unknown command. [JMP <Aniptr,x>]
unknown command. [JMP <carryptr,x>]
unknown command. [JMP <deathptr,x>]
unknown command. [JMP <ptrptr,x>]
isaix From older version: Ultimate Noob Sprite Link
The hit detection is pretty bad,a lot of time you'll take a hit when jumping on the boss for no reason
 Blind Devil From older version: Ultimate Noob Sprite Link
Probably not a good idea to use it as a non-boss sprite, because if you place more than one in a level, sometimes they can act weird. The most notable issue is regarding animations. If, for example, you're using 2 sprites with animation change states, when one of them is hit to change animation, will also make all other change as well. I don't know if I explained very well, but yeah, I don't recommend using more than one of this sprite in a same level unless you can work around these issues.

edit: issue no longer exists.
Nathus From older version: Ultimate Noob Sprite Link
Why the hitbox is so weird? Did i do something wrong?
HammerBrother From older version: Ultimate Noob Sprite Link
@Skewer

Is it using the "if this option is set, then include this code" in ASM rather than the rep-1 trick?
Skewer From older version: Ultimate Noob Sprite Link
The boss is also a space-hog; regardless it can be a great boss if used creatively and simple. Bad bosses come from those who don't know a thing about balancing.
S.R.H. From older version: Ultimate Noob Sprite Link
https://www.youtube.com/watch?v=fW8ogOjPfbU
HammerBrother From older version: Ultimate Noob Sprite Link
Can you link a url?
S.R.H. From older version: Ultimate Noob Sprite Link
Late, but oh well. I haven't seen if there is any, but I've seen a Youtube comment from him.
HammerBrother From older version: Ultimate Noob Sprite Link
is there a forum post that he was asking to be removed?
S.R.H. From older version: Ultimate Noob Sprite Link
Huh, ok. Didn't really expect him to give you permission since he wanted it to be removed, but ok.
HammerBrother From older version: Ultimate Noob Sprite Link
then pm him, the proof is in the image file (maybe he change his mind). or that i ask permission more politely.
S.R.H. From older version: Ultimate Noob Sprite Link
Why are you resubmitting it? He removed it himself because he did not want people to use it.
...unless you have his permission, but I doubt that.