Name: | Ultimate Chuck |
Author: | Darolac |
Added: | |
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: | chuck enemy explosion fire lorom sa-1 |
Comments: | 7 (jump to comments) |
Rating: |
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Comments (7)
Seems to be a bug in the drawing code for the baseball while attached to the hand - its using the original smw behavior of indexing the x,y draw offset tables in a weird way where the index is higher and the base table address is lowered by said offset (20 decimal), but this sprite has the incorrect base address for the x positions. Can be fixed by moving the label at line 1457, 'ADDR_02CB2D' down one line.
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.
I will look into that; since it's not game-breaking, I will probably solve it in a future update.
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!
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