42 users online:  Aja, autisticsceptile1993, Batata Douce, brickblock369, Buster Beetle, CD20Superness, Centipede, CosmicTiff, cyber47509, Dark Prince,  Eevee,  Falconpunch, Fermín Acosta Jr., FireSeraphim, gridatttack, HD_DankBaron, hiGAbyeSK, Hooded Edge, Infinity, Israelcv12cv, JP 14, KiloMinimo,  Koopster, kyasarintsu, LadiesMan217, lordkronos100, Matheus2653, MORC, QuikSenS, Ralshi02, RetroRuco, Ruberjig, SF - The Dark Warrior, smodw, snoruntpyro, Sparkle-And-Syro, SubconYoshi, Super Maks 64, tjb0607, westslasher2, WIKIDNEZ,  XenonZed - Guests: 55 - Bots: 234 Users: 45,697 (3,333 active)
Latest user: Zetar
Not logged in.
Details for Ultimate Chuck
SMW Sprites - Ultimate Chuck Show random
File Name: Ultimate Chuck
Added:
Authors: Darolac
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Customisable Chucks. The first extra byte determines the sprite number of the Chuck you want to spawn, and the second customises a certain behaviour depending on the type of Chuck:
- Clappin': Y speed of the jump.
- Bouncin': Y speed of the jump.
- Whistlin': Nothing at all.
- Pitchin': Number of baseballs to throw - 1 (the number must be between 0 and 5, setting it higher will make the chuck only throw a baseball when he jumps).
- Puntin': Time between football spawns (should be a power of 2 - 1 in hex: $0F,$1F,$3F,$7F...).
- Diggin': Y speed of the rock.

The third extra byte the X speed of the Diggin' Chuck rock
(nothing in the case of the other chucks).
The forth extra byte customises the palette of the Chuck in the traditional YXPPCCCT format, and also if it will be a fire Chuck: FE-- CCC-, where CCC is the palette, E is the bit that determines if it's an exploding chuck (bit set) or not (bit clear) and F is the bit which determines if it's a fire chuck (bit set) or not (bit clear). A fire chuck will leave a trail of flames, whereas an exploding chuck will just explode when Mario is near.
Tags: awesome, chuck, enemy, explosion, fire, lorom, sa-1
Rating: No rating
Download: Download - 11.92 KiB
231 downloads
Screenshots
Previous 
 Next
KevinM
Tested with: LM 3.11, pixi 1.2.13, SA-1 1.32, Snes9x 1.60. I didn't find any major issues, so accepted.
During moderation I added a .json file with a list with all the different chuck types and default values of extra bytes for them (although I didn't include the fire and exploding varieties), so they're easier to insert. I also fixed a couple of missed SA-1 conversions.
Posted by:  KevinM - | Link
Darolac
Originally posted by Rykon-V73
The sprite is great, but for the clappin' chuck, if I set his Y speed to B0, it plays the clappin' sound effect twice. If it's A0 or more up to 80, then it plays multiple times. I was just saying this.

I will look into that; since it's not game-breaking, I will probably solve it in a future update.
Posted by: Darolac - | Link
Rykon-V73
The sprite is great, but for the clappin' chuck, if I set his Y speed to B0, it plays the clappin' sound effect twice. If it's A0 or more up to 80, then it plays multiple times. I was just saying this.
Posted by: Rykon-V73 - | Link
Darolac
Originally posted by HammerBrother
Quote
(should be a multiple of 2 - 1 in hex: $0F,$1F,$3F,$7F...)

You mean powers of 2 (2^X)-1, ideally when the frame counter $14 have low n bits (%XXXXXXX0, %XXXXXX00, %XXXXX000...) be all zeroes of when the chuck launches the next football

Corrected, thanks!
Posted by: Darolac - | Link
HammerBrother
Quote
(should be a multiple of 2 - 1 in hex: $0F,$1F,$3F,$7F...)

You mean powers of 2 (2^X)-1, ideally when the frame counter $14 have low n bits (%XXXXXXX0, %XXXXXX00, %XXXXX000...) be all zeroes of when the chuck launches the next football
Posted by: HammerBrother - | Link