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: |
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16.65 KiB | 902 downloads
Comments (22)
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:
with
All credit to Fernap. Hope it's not a problem I'm putting it here; just want to help!
- 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.
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.
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.
I've no idea what causes the cluster sprite to glitch for you though. It's working for me with SA-1
Still very awesome!
Ugh I want to start using this! Now that I'm onto some Sonic graphics, I might try making some for this...
should be there now
I had to disable the gib to be able to insert it.