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Boss Ideas

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General discussion thread sparked some boss discussion, deciding to move it all here.

Everybody who has a castle, put your ideas for your bossfight (if any) in this thread. I'm looking for an idea of what kind of fight you'd want, and whether further ASM edits would be fun/beneficial. Maybe we can collaborate and come together on some ideas!

only ideas I've had so far:
Bigger Boo: He starts huge and gets smaller/faster as you hit him.
Raphael the Raven: his fireballs never run out around the moon (I've already done this actually, it's a one-line hack, and perhaps is too difficult of a hack, up for discussion)
Hookbill the Koopa: He throws his head and/or other body parts at you like a boomerang.
Originally posted by Raidenthequick
General discussion thread sparked some boss discussion, deciding to move it all here.

Everybody who has a castle, put your ideas for your bossfight (if any) in this thread. I'm looking for an idea of what kind of fight you'd want, and whether further ASM edits would be fun/beneficial. Maybe we can collaborate and come together on some ideas!

only ideas I've had so far:
Bigger Boo: He starts huge and gets smaller/faster as you hit him.
Raphael the Raven: his fireballs never run out around the moon (I've already done this actually, it's a one-line hack, and perhaps is too difficult of a hack, up for discussion)
Hookbill the Koopa: He throws his head and/or other body parts at you like a boomerang.


Wait...
I thought that this hack is vanilla?!?
Mostly.

Raiden and Alexander are doing this to contribute something. The levels themselves are vanilla, but not the music or (some of) the bosses from what I've gathered.
It's "mostly vanilla" because YI hacking isn't very far, you can't do that much fancy stuff right now, but people who are able to are very well allowed to make use of SPASM (or specific patches for stuff like the bosses) for ASM shenanigans.
Right now that only seem to be Raiden/Alex, SNN (incredibly amateurish), Medic (through me) and me, though.

There isn't much you can do, but once we find out how to draw graphics mid-level I can imagine quite a few fun gimmicks to happen.
Or just finding some fun sprite tables to mess around with.
That is, unless the collab is done by then, at which point YI hacking will fall into obscurity again.
Your layout has been removed.
stop mentioning me I'm not involved in this project

Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.


Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
Yoshi's Island Disassembly Data Dump Wiki

Originally posted by leod
It's "mostly vanilla" because YI hacking isn't very far, you can't do that much fancy stuff right now, but people who are able to are very well allowed to make use of SPASM (or specific patches for stuff like the bosses) for ASM shenanigans.
Right now that only seem to be Raiden/Alex, SNN (incredibly amateurish), Medic (through me) and me, though.

There isn't much you can do, but once we find out how to draw graphics mid-level I can imagine quite a few fun gimmicks to happen.
Or just finding some fun sprite tables to mess around with.
That is, unless the collab is done by then, at which point YI hacking will fall into obscurity again.

When we have a multiplayer, a custom sprite tool, a custom music tool, and patches for it then they could make a hack that is not vanilla.

The same person? Oh nevermind.

Is there any way to change the Boss Fight for 2-8 (The Potted Ghost's Castle)?
I don't know if they've disassembled that boss yet, but you can do things to the arena (add enemies, shorten the ledge, etc) at least.
programming roms must be pretty hard if nobody made a easy to use sprite asm tool for smw nor smw2.




Have you disassembled Salvo yet? I'd like to have the fight moved from screens 71/72 to 63/64, but the positions of everything there are hardcoded. As for how to make the fight different...I don't know. The difficulty of the original fight came from the fact that he pushed you around, putting you at risk of dropping into the lava pit (in practice that hole does nothing whatsoever), and the fact that he spawned lemon drops upon being hit, but that's alleviated by not being near him when you hit him. Perhaps maybe it could spawn the lemon drops by 'tossing' them away from Salvo on hit, instead of simply dropping down and being no issue?
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
That's a nice change, especially the higher jump frequency, but I have a few complaints:

1. The delay at the beginning is now too short
I think it's ok to decrease the delay, but with the increased walking speed the player has almost no time to react. You can either increase the delay to maybe 60-80 frames or decrease the walking speed, so the player doesn't get hit immediately.

2. 3 Tap-Taps is just too much
Not only does this create slowdown, two of the hopping Tap-Taps also spawn next to the big one, which has a lot of potential to hit the player in an unfair way.
Only spawning the middle one may be enough.

3. It seems to be too hard to 100% the level
Have fun to beat this without getting hit. The changes above may help to decrease the difficulty, but still make the boss challenging for the player.

So after all I think you did a great job, but tone down the difficulty, please.
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Project C

Finished project:
I agree, it's funny this way, but much too hard. Will be tweaking values soon.
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