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Wreckin' Chuck

SMW Sprites → Wreckin' Chuck

Submission Details

Name: Wreckin' Chuck
Author: Sonikku
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: A spiritual recreation of the first boss from Sonic the Hedgehog 1, featuring a Chargin' Chuck.
The boss swings a large Ball & Chain attempting to hit the player. You can either jump over it or try to ride it with a spin jump.

The boss can be damaged by a stomp or a thrown sprite. Thrown sprites can collide with either the Chuck or the ship itself. Hitting the ship will (by default) do less damage than hitting the Chuck.

The sprite also contains "gib" and "smoke" cluster sprites, which are used in the defeat sequence. They aren't required for the sprite to function (and as such you can just set their sprite #s to $FF to prevent spawning them altogether if needed).

NOTE: Due to how collision works in SMW, if the ball goes off the left border of the screen while in screen 0, Mario might just phase through it.
It's intended to be placed later in the level as in the source game.

Mod edit 2024-3-24: Renamed one of the included routines to avoid a name conflict with Pixi 1.40+
Tags: ball and chain boss chuck enemy sa-1 sonic
Comments: 22 (jump to comments)
Rating:
5.0 (3 ratings)
No rating
Download 16.65 KiB | 902 downloads

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Comments (22)

Lmao Link
this is so stupid i absolutely love this
dubiousdinobot Link
Originally posted by Yoshi Master
Originally posted by Hiro-sofT
1. The cluster smoke is glitchy and appearing in wrong locations when the boss has been killed (yes, i did use the correct number).

I am running into this issue as well. Can't get the cluster destruction too stop glitching no matter what I try. Hoping for a fix!

Otherwise, this is a wonderful boss sprite.


I had the same issue. Fernap helped me trouble shoot on discord and found a fix:

In routines/ClusGetDrawInfo.asm, replace:
Code
  LDY .OAMSlots,x

with
Code
    LDA.l .OAMSlots,x
    TAY


All credit to Fernap. Hope it's not a problem I'm putting it here; just want to help! #w{<3}
fantasma king Link
Originally posted by Narcologer
dr. chuckman
best comment ever
Narcologer Link
dr. chuckman
 MarioFanGamer Link
Moderated with:
  • Lunar Magic v3.33
  • SA-1 Pack v1.40
  • PIXI v1.32
  • BSNES v115
Fixed chain from glitching out on accurate emulators and real consoles, removed sa1 tag, added enemy tag.

A pretty cool sprite. Actually, that's a given as this one in question is even a boss (even if it's a bit on the easier side but hey, world 1 boss!). Only thing I wished were some better optimisations like better integration of Asar conditionals but the code is largely fine as it is.

To users: Note that if you use AddmusicK, you have to change the boss and couse clear tracks due to the tool's reshuffeling of tracks.
 Yoshi Master Link
Originally posted by Hiro-sofT
1. The cluster smoke is glitchy and appearing in wrong locations when the boss has been killed (yes, i did use the correct number).

I am running into this issue as well. Can't get the cluster destruction too stop glitching no matter what I try. Hoping for a fix!

Otherwise, this is a wonderful boss sprite.
HammerBrother Link
Does fixing this fix the collision bug with being at the left edge of the level?
Power_Boii Link
Please make instructions on how to insert this sprite please!
Hiro-sofT Link
Sadly i ran into big issues with this one. I run my rom on SA-1 and use a retry patch, where I encountered two problems with this one:

1. The cluster smoke is glitchy and appearing in wrong locations when the boss has been killed (yes, i did use the correct number).
2. When ever you die and don't get sent back to the overworld, the ball position will not reset during the intro, which means when you die while the ball was like far right, it will glitch and spawn to the far right at the beginning and swing for the entire fight wrong. I guess without the retry patch you don't see this normally but its a shame that it doesn't work.
Something Fawful Link
The sprite doesn't initialize !1510 causing the chain to come down glitchy if it happened to be used in a previous sprite that occupied that sprite slot. Adding a STZ !1510,x to the init should fix it.
Code
print "INIT ",pc
;; set initial direction
	%SubHorzPos()
	TYA
	STA !157C,x

	STZ !1510,x

	LDA #!Mus_BossStart
	JSR PlayMusic
	RTL

print "MAIN ",pc


I've no idea what causes the cluster sprite to glitch for you though. It's working for me with SA-1
KaidenThelens Link
There a way for when then the chuck looks at the screen after getting hurt, it doesn't use the same sprite as laughing?
buggy789 Link
Now watch, every hack'll use this as a boss like the one Thwomp boss from a while back.

Still very awesome!
Julintendo Link
Originally posted by MegaSonic1999
Just need Eggman's graphics

Ugh I want to start using this! Now that I'm onto some Sonic graphics, I might try making some for this...#smw{:TUP:}
MegaSonic1999 Link
Just need Eggman's graphics
Final Theory Link
One of the best ideas I've seen yet. 10/10
 Sonikku Author Link
whoops, forgot that routine

should be there now
Green Jerry Link
The ClusterSpeed routine (required for the gib) is missing:

I had to disable the gib to be able to insert it.
ninj Link
i love this
bersi Link
amazing
 Donut Link
This is cool LMAO
Jammerjab Link
nuts