Yeah I'd like to call this boss done. As far as the fireballs, I can try one more thing to see if I can get Mario's fireball color to work and then I can eliminate the Frostee's power of not dying on the fireballs.
EDIT: Never mind, I remember why I couldn't do it before, I can't change properties of Extended Sprites the way regular Sprites are done. I don't think this is possible.
As far as the colors, what could be done to make the colors better, if they need to get better?
We'll just leave it to what the player has. The player isn't going to get too much advantage with the small enemies gone especially with falling rocks, a running around boss, fireballs, a sliding pillar, and a crystal attack.
I should have something witty to put here (even if it's just to update dated info), shouldn't I?
Originally posted by cstutor89
There is something really off about this background used in Pyro-Cryo castle. What exactly can be done to fix this?
Pikerchu designed the BG with the intent of it being used for a subterranean level and he just used that instead when he was given the level (the previous owner did not communicate with the project in any shape whatsoever and proceeded to do nothing but waste everyone's time).
I just realized, aren't Frostees normally killable by the fireball, but the one spawned in the battle is invincible to fire? That may throw off the player and lead to a cheap hit. I know why you did it (as you mentioned in one of your previous posts) but I still think its a little bit unfair to purposefully change the behavior of a sprite to make a boss harder, besides, Pyro-Cyro castle is pretty darn difficult by my standards at least and it would be a reward anyways if the player could actually make it to the boss with a fireflower (unless you intend to spawn the player with a fire flower and that wasn't just for testing purposes).
I'm just rambling at this point.
-------------------- Hmm. . . not sure what to say so I'll just stop talking. . .
@Kojeco2 Yes, Frostees normally are killable by a fireball but then the ice fireballs killing Frostees making no sense. Actually thinking about it Mario's fireballs probably shouldn't exist in a freezer created by the ON/OFF switch. Plus there's only 1 Frostee running around the boss area at any time so I don't think it's that much of a challenge.
As for the BG how's this for the Pyro-Cryo (removing all of that ugly white stuff in the background:
Okay, I reverted back to the original and fixed the flow of the wave:
But that white wedged in between is just awful in my opinion and sticks out like a sore thumb. I don't know what to do because any of those light blue choices turns into red which actually don't look good on Fire's palette at all either. Also I have no more ExAnim to use so I can't change the white either to something else. Maybe remove that white and exchange it for dark blue tiles?
The sprite works fine and the boss battle develops well! But... oh man, the code is extremely, EXTREMELY bad and unoptimized.
That's the worst way to handle pointers. Not only a waste of space, but slow and also impractical. You could have used $0086DF, or absolute indirect indexed addressing (e.g. 'LDA $C2,x : ASL : TAX : JMP (Pointers,x)' - keeping the sprite index in mind).
Similar to the previous removal reason, you did the same branch/jump trickery to handle graphics drawing for the sprite. Even worse, you made OVER TEN copies of OAM routines, which I dare say it's a world record so congrats for that. It's not nice. A single well-written routine with only relevant and proper checks would benefit more space and performance saving while looking less janky code-wise.
Third offender: you have tons of unused and repeated code. This is a big no, and you should know about that.
Lastly, not a removal reason, but the explosion attack is very random and unfair. I suggest getting rid of it entirely.
So yeah. If you ever plan on submitting this sprite again, be sure to rework it from scratch with proper assembling logic, or you'll be shot. This is a mess. ASM is not only about making a working code, but making the most optimal working code.
And given the above statements, yeah. I had to rewrite the boss ASM from scratch. ASM done right, guys. If you don't do it right, your ROM will eventually explode like Frank used to do during old boss battles.