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World 6 Boss: Hartfowl - HuFlungDu[ASM] & Ladida[GFX]

Complete

Carnival caper duck is very innocent looking. It would be neato if the boss fight starts as the happy go lucky barker duck enviting Mario to take a ride in the Ferris wheel. Then poof! In a cloud if smoke his true identity is reveal( great job ladida) and the fight begins
He throws pie now

I decided against making some of the buckets dissapear, it's already surprisingly difficult to stay alive, and since this is only the world 5 boss, I think that might be too much. Working on the fireworks, though.



@Lightvayne: Are those just two versions of the duck? Or are those supposed to be different frames? If it's two versions, I think the second one is better, but that will obviously take more graphics space, and now we have a couple of extra frames.

Originally posted by 2dareduck
Carnival caper duck is very innocent looking. It would be neato if the boss fight starts as the happy go lucky barker duck enviting Mario to take a ride in the Ferris wheel. Then poof! In a cloud if smoke his true identity is reveal( great job ladida) and the fight begins

That works, I've already programmed in the code for him to strike a pose when you first see him, having that change him seems like a good idea.

Yes, its two different versions. The one on the left is the 32x32. I also Like the right one a bit more, but at its current size, he would be huge compared to Mario, so we may want to stick with the left one.

I'll test out that boss in a bit and edit this post
Layout by LDA during C3.

Forgot to edit the post above. Also hadn't noticed it was a video, not a demo >_> :V

The boss it looking pretty good. I would keep going in the direction you are now.

Anything new this week by chance?
Layout by LDA during C3.
Originally posted by Lightvayne
Anything new this week by chance?

I made the firework attack, but because this boss relies heavily on running nmi and IRQ every frame, I had to add some optimizations to the graphics routine. It's faster now, but it acts a little wacky, working on that.

Edit: And now the graphics routine is almost completely working. Super convoluted, but working.
And with that the graphics routine is bug free and lightning fast. Hurray and stuff. An IPS. Go into the first level and enter the door to fight the boss.
try jumping on another cart at the start of the battle.... incredibly hard just trying to stay alive maybe it could be slowed down and speed up to current speed on the bosses final stand...
Yeah, I think I mentioned it's pretty rough. The problem with slowing it down is that when it goes slower than this, it looks pretty weird, all stuttery. I'll see if there is any way to smooth it out, though.

Edit: Alright, updated the ips so now the wheel goes faster as you hurt him, starting at half speed. It's still pretty rough, maybe I'll bring him down 8 pixels.

Edit2: Definitely bringing him down 8 pixels. I was afraid it would make him too easy, but instead it just makes him more friendly. He's still pretty hard because you have to time your jumps just right so you can hit him and land back on the buckets. The ips has this update as well.
The main problem I have is that if I just hit the guy before the Ferris wheel starts to rotate, the wheel won't move. And if I hit him too many times in a row, the guy won't attack. And it seems a health system hasn't been implemented yet.

But other than that, I really like this boss. It definitely stands out from the others, and I look forward to what it'll be like when it gets the necessary graphics inserted.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Originally posted by TomPhanto
The main problem I have is that if I just hit the guy before the Ferris wheel starts to rotate, the wheel won't move. And if I hit him too many times in a row, the guy won't attack. And it seems a health system hasn't been implemented yet.

Yeah, that's a known bug, I'm either going to make him invincible until the wheel gets moving, or I'm going to keep Mario still until the wheel starts moving, not sure.

Actually, the health system is implemented, and it causes your second complaint. The health drops to FF and things get crazy from there. What's not implemented is the death system.

I'm also going to make him invincible for a short time after he gets hit, so he'll always have time to get attacks in.

Anything new for us this week?
Layout by LDA during C3.
I finished the code for when you hit the boss, now he bounces up like you would expect.

All that's left is animation and some kind of ending.
a



BIN file
PAL file (i used palette F)

only thing i didnt do is new wheel GFX


comments?
Noice. I'll see if I can get these implemented over the weekend.

Questions:
What are the last two parts (going left to right, top to bottom)? Is the green thing the bucket for the ferris wheel? I don't really know what the wooden platform is for, presumably the long red thing is what he stands on?

The first two frames, when are those supposed to happen? Is he supposed to be looking crazy when you first show up then he lifts up his stick for a pose, then he'll use the 3rd and fourth frame as his standing still?

What is playing the stick as a whistle for? Is that for calling the cannon and fireworks?

Should the stick have a little golden ball on the top?

Can we get one more frame, kinda like the amazing flying hammer bro where we can just flip him back and forth when he throws pies?


Thanks for getting these done, hopefully we can be done with this boss soon, I don't like holding up the project.
i dont like holding up the project either lol
have to do norveg after this


the green thing is for the ferris wheel, correct. i originally made the red thing for bridge gfx, but thought they could also work for what he stands on, so yeah.

the 1st 2 frames are meant as intro frames, correct (basically what 2dareduck mentioned earlier)

fiddlestick is for calling cannons/whatever. i thought itd look better than whistling.

didnt know the stick needed a golden ball; ill add one then

and alright; i'll get to that last frame right now


edit: done. same download link
Originally posted by Ladida
didnt know the stick needed a golden ball; ill add one then

I didn't say it needed one, it's just what I thought of when I saw him, I keep thinking of Ratigan during that one song in the Great Mouse Detective, where he's got that little walking stick. I don't know, it just seems like it should have a little golden ball...

Originally posted by Ladida
i dont like holding up the project either lol

I wasn't trying to imply that you were holding up the project, I certainly could have been more proactive in the past to get this done.
Originally posted by HuFlungDu
Looking nice.

Indeed it does, but I still have a few nitpicks.
• He seems to warp across the platform in a weird way when turning the wheel; just add a little walking and it should be fine.
• I think I saw one of those turbo Koopas miss, as in "start at right place and jump in the completely opposite direction, missing the ferris wheel entirely".
• A pillar down to the ground from his platform would make stuff look smoother. It looks like it's flying in a weird way.
<blm> zsnes users are the flatearthers of emulation

The platform itself could probably be a longer too so it doesn't look like he's walking off the edge.

Are there certain times when you can't hit him from underneath? It would be nice if he would sometimes jump to dodge Mario's attacks.

Other than the parts Alcaro pointed out, this it looking like it shaping out great. Can't wait to test it out. ^_^
Layout by LDA during C3.
Originally posted by Alcaro
• He seems to warp across the platform in a weird way when turning the wheel; just add a little walking and it should be fine.

I can do that but I need the graphics. There's not a whole lot of graphics space left...

Originally posted by Alcaro
• I think I saw one of those turbo Koopas miss, as in "start at right place and jump in the completely opposite direction, missing the ferris wheel entirely".

Yeah, that's a super weird bug that I can't for the life of me figure out. There doesn't seem to be any reason that should ever happen. When a koopa changes directions to keep from falling off an edge, does he go the other way at the same speed? That would explain the problem. And it would explain why we only ever see yellow and green koopas. Does anyone know how koopas decide to stay on the edge? There has to be a persistent RAM address so that they don't just keep flipping back and forth in the air.

Edit: It's $151C,x

[Fixed]

Originally posted by Alcaro
• A pillar down to the ground from his platform would make stuff look smoother. It looks like it's flying in a weird way.

I was going to add ropes so it was hanging down. I don't think a pillar would work very well since it has to go behind the wheel.

[Fixed]

Originally posted by Lightvayne
The platform itself could probably be a longer too so it doesn't look like he's walking off the edge.

That's actually already done, it's just not in the video.

[Fixed]

Originally posted by Lightvayne
Are there certain times when you can't hit him from underneath? It would be nice if he would sometimes jump to dodge Mario's attacks

I don't know how feasible that is, especially since the point of him being invincible is to give him time to do attacks, and he can't really attack while dodging. I was going to make him blink and have you interacting with the platform instead and you would just bump your head.

[Fixed]

The other thing is I need to think of a good way to make it not look like he's pushing air during the first switch.

[Fixed]

Edit: Added the ending code.

Still a bunch of graphics issues. Can I get the source for the fade in so I can figure out how to get my nmi and irq to fire correctly?

Complete