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Ganon (1.0) by Eminus, Von Fahrenheit
Forum Index - Valley of Bowser - Moderation Questions - Sprites - Ganon (1.0) by Eminus, Von Fahrenheit
Pages: « 1 » Link
File Name: Ganon (1.0)
Submitted: by Von Fahrenheit
Authors: Eminus, Von Fahrenheit
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: GANON! That's right, it's Ganon. This is a boss sprite, and a pretty involved one at that. It should be placed in a room that is 2 screens wide with no pits in the floor. Will not work in vertical levels.

Ganon has a lot of defines and is pretty customizable, though he is designed to work primarily with the default settings. Ganon has full interaction with Yoshi. This boss was designed to be a believable take on Link to the Past Ganon in SMW, sort of how we imagine it would be done in Mario Maker. This boss is designed around the player being able to attack at any time, and as such the boss has a very high abount of HP by default.

See the comments at the top of ganon.asm for more information.

Requested for the Strongest Sprite Workshop 2020 by lordkronos100.
Screenshots:
The sprite works rather well, but there's a few issues that need to be fixed before it can be accepted.

The main issue is that when using the No More Sprite Tile Limits patch (and thus SA-1), there are graphical glitches during the phase when Ganon throws a trident. Some of the trident's tiles disappear when in Ganon's hand, but more importantly, it causes the lightswitch block's graphics to glitch out - the tiles will either disappear, move to another part of the screen, or replace the tile of a different sprite (glitching that sprite too). In some cases, parts of Ganon disappeared too.

The other issue is that the fire bats can be starkilled and will simply freeze in place, unable to be killed or despawned (sometimes, this affects other bats too). This can quickly eat up sprite slots (especially on LoROM), and can make it so that new bats can't be spawned.

In some cases Ganon seemed to go idle, and wouldn't attack. I couldn't reproduce this issue often enough to determine a cause though.

Finally, I would add a note somewhere that the !endlevel define glitches out layer 1, due to enabling the "vertical layer 1" bit to freeze Mario.

Tested with:

• Lunar Magic 3.21
• SA-1 Pack v1.32
• PIXI v1.32
• Snes9x v1.60
• bsnes plus v05
Pages: « 1 » Link
Forum Index - Valley of Bowser - Moderation Questions - Sprites - Ganon (1.0) by Eminus, Von Fahrenheit

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