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World 9 Boss: Doc Croc - YCZ, cstutor89 (ASM), WhiteYoshiEgg (GFX)

Complete

Claimed by: YCZ, cstutor89

Briefing: The proposed boss for this level is Doc Croc. Design has not been finalized yet. Not to be confused with the Final Factory boss Norveg.

Finalized Attacks ideas:
Originally posted by yoshicookiezeus
...Basically, I'm imagining the fight playing out somewhat like a Wily Capsule battle from the Megaman series, with the Doc teleporting around the room randomly and firing off attacks at Mario. As the battle goes on and you hit him more and more times, he'll start using a greater variety of attacks and leaving you less time to jump on him before he teleports away again. As for attack ideas, I currently have:
- dropping to the floor and causing a shockwave
- firing out a series of small projectiles aimed at Mario
- summoning four or so Grinders, two from the upper corners of the room and two from his position
- opening a pit in the middle of the room (only used once around halfway through the battle)
- firing a huge laser through the room (still not sure how exactly I'll pull this one off without using way too many ExAnimation slots)

More ideas are always welcome...

..Apart from this issue, I have the main framework for the sprite all set up and ready. All that's left is coding the actual attacks and the graphics routine.
Originally posted by Lightvayne
Claimed by: yoshicookiezeus

Briefing: The proposed boss for this level is yoshicookiezeus.


Now that there's a little vain! Making yourself the boss, shame on ya!

If you use ASM and moderation-based attacks, it's forgiven though. Mario requests a mushroom! Request removed due to Mario putting the request in the music category. STZ $0DBE JSL $F606. Bam! Dodge that one, Mario!

Well, alright then, I kinda had a little too much fun with that probably totally not a mistype.

No, it was a Typo on my part. Fixed. ^^;
Layout by LDA during C3.
Well, might as well put my boss concept here too, then. Basically, I'm imagining the fight playing out somewhat like a Wily Capsule battle from the Megaman series, with the Doc teleporting around the room randomly and firing off attacks at Mario. As the battle goes on and you hit him more and more times, he'll start using a greater variety of attacks and leaving you less time to jump on him before he teleports away again. As for attack ideas, I currently have:
- dropping to the floor and causing a shockwave
- firing out a series of small projectiles aimed at Mario
- summoning four or so Grinders, two from the upper corners of the room and two from his position
- opening a pit in the middle of the room (only used once around halfway through the battle)
- firing a huge laser through the room (still not sure how exactly I'll pull this one off without using way too many ExAnimation slots)

More ideas are always welcome.


On another note, I would be very thankful if someone had a working "generate random number between 0 and x" routine to share. I'm currently using an adapted version of the one included in imamelia's shared subroutines patch, but my attempts at making it usable with any range of output (dividing the result with the range and getting the remainder) doesn't seem to be working particularly well.

Apart from this issue, I have the main framework for the sprite all set up and ready. All that's left is coding the actual attacks and the graphics routine.
My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
- firing a huge laser through the room (still not sure how exactly I'll pull this one off without using way too many ExAnimation slots)


If it's horizontal, HDMA. If it's vertical, windowing. Layer 3 is an option as well if you're not using it for anything else.

Originally posted by yoshicookiezeus
On another note, I would be very thankful if someone had a working "generate random number between 0 and x" routine to share.


If, in pseudocode, rand() returns a random number between 0 and big, and max is the highest number you want to generate, then do:
Code
rand() / ((big + 1) / (max + 1))


So if you wanted a number between 0 and 3 and your PNRG spits out values up to 0xFFFF, you'd do

Code
rand() / 0x4000
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
If it's horizontal, HDMA. If it's vertical, windowing.

Well, then there's the fact that the most advanced thing I've ever done with HDMA is a static colour gradient. :V Though I suppose this would be as good a time as ever to experiment with indirect HDMA... And I've never even attempted to do anything with windowing; I could probably pull off a single-colour rectangle with the help of that one blog entry Ersan posted a while ago, but I have no idea how I'd go about making it actually look like a laser.

Originally posted by Kipernal
rand() / ((big + 1) / (max + 1))

...now that you post it, this seems really obvious and I'm not sure how I was unable to come up with it myself. Thanks.
My YouTube channel
Get the official ASMT resource pack here!

The snes also has a built in mod, so just dividing by the number you want +1 and taking the remainder will do the job just as quickly without having to worry about your number getting too big (Or doing the division and possibly getting rounding errors). Also the RNG I've posted around for a while (Don't remember where it is right now) automatically does mod like that, so that works too if you can find it.

Edit: That's right, it's in my Kriby boss sprite:

Code
GetRand:
LDA !seed         ;This is an address used to store your seed value
STA $4202           ;\Multiplication
LDA !Multiplicand			    ;|This could be a static number or could be generated
					;|By another routine, your choice.
STA $4203           ;/
NOP #4              ;Wait for it to finish
REP #$20            ;\Get the result back out and
LDA $4216           ;|add in your "b" value
CLC                 ;|
ADC !bval          ;/(This works same as !Multiplicand earlier, but it's 16bit)
STA $4204           ;\Set up division
SEP #$20            ;|(Used as MOD in this case)
LDA !ModAddr            ;|This is the value you want to do MOD with
STA $4206           ;/Can also be static or generated
NOP #8              ;Wait for it to finish
LDA $4216           ;\Get back the low byte of remainder
STA !seed           ;/And make it your new seed
RTS


A good way to use this is to use $94 for !Multiplicand, use SMW's built in RNG for !bval, store your preferred mod to !ModAddr and then call the routine. Leaves the generated value in !seed and a.
Being a robot creating scientest which I'll never get credit for suggesting smallhacker drew but whatever, I wouldn't of thought that him actually attacking you was all that fitting.

I kinda assumed a fight with him would be more like the "painter" bosses in games and the industrial castle boss in castle crashers: He flings reletively tough robotic enemies at you while launching a couple of his own attacks, and controling aspects of the enviroment (Flame Grills, Moving Walls, that kind of thing)

The battle would be more of an endurance test than a beefed up magikoopa boss with some fancy moves, although Dr. Croc would probally still be in the playing field instead of behind a screen, just in a corner somewhere tricky to get at.

Then again I haven't really followed this recently so for all I know he's some completely diferent character now.


But yeah, I'm far to late to comment really so you can probally ignore this post.
The other idea could be controling some sort of a frankenstein-like robot from adove or something (like a robot made of random parts of previous bosses).

It sounds like a good idea to me.

It would be nice for someone to help yoshicookiezeus with completing this sprite as it already sounds like most of it is done.

I think there was already a proposed design for Doc Croc floating around the forums somewhere, though I have not found it yet. We still need gfx and anything else yoshicookiezeus needs done for this.
Layout by LDA during C3.
Oh right. I never posted what graphics I need for this, did I? Well, here's a list of the stuff I can think of off the top of my head:

- a 32x32 (or slightly larger) hovering glass capsule thing, for the Doc to ride
- a few cracked tiles for the above, to be applied as it gets more and more damaged
- a version of the capsule where most of the glass is completely destroyed, for the very last phase of the battle
- a couple of glass shard tiles, to be spawned when the capsule is destroyed
- two or so 8x8 frames for an energy ball projectile

And as for the Doc himself:

- an idle frame (just piloting the capsule)
- a few attacking frames (pulling a lever, pushing a button, something to that effect)
- a hurt animation (perhaps flailing his arms around and generally panicking?)
- a defeat frame (falling out of the capsule)
My YouTube channel
Get the official ASMT resource pack here!

...And a pointing frame. Every single image of Doc Croc seen thus far has shown him pointing at something, and it would be scandalous thing indeed if we did not transfer this over to the proper graphics.
Would something like this work? (YY-CHR Snapshot.)



I did it with SMW's default sprite palettes. Haven't seen any of the previous images, so I don't know how close I am and... I'm not too sure what to do with his lower torso there.

May I continue?
He's green and has the typical grey Einstein-esque hair in the original drawing, so aim for that.

Otherwise, it's looking pretty cool so far!

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

I would like to say that the Doc also has more of a cartoonish look with his design as opposed to what looks like a mini Kremling.


(YY-CHR Snapshot. Palette Row D)

Closer? I'm gonna go look for those images before I continue.

EDIT: Disabled layout.

EDIT2: Um... couldn't find one. :( Should I continue anyway?

EDIT3:

(YY-CHR Snapshot. Palette Row D)

Any closer? I even rearranged the tiles, so there's some free 16x16 tiles in the lower right corner (I think). So, should I continue or send you the ExGFX file (or both)?
I really like the flying thingamajig, but Doc Croc looks kind of.. eh.
His face looks mangled and the hair doesn't fit at all like that, and the red stuff sticks out, too.
Definitely continue with it though, it's understandable that you can't nail him right if you have no idea how he looks.

Here is the concept art of Doc Croc, by the way.

e: Also, you might want to at lease use the SMWCP2 palettes when drawing him, as they offer a few more shades of the colours, as well as a second full colour set per palette row.
Although then again, this is a boss, so I don't see why you wouldn't just give him one or two very own palette rows.
Your layout has been removed.
Those capsule graphics will work just perfectly. I didn't even think about the cannon, but that will make much more sense than the projectiles just kind of spawning out of nowhere. Thanks a lot!

Also now that I'm mostly finished with Skyward Sword, progress on this should be starting up again. I'll start work on the projectile cluster sprites right away.
My YouTube channel
Get the official ASMT resource pack here!


(YY-CHR Snapshot... Modified to show the correct palettes.)

Better? Copied the palette from level 1FF and modified palette row E to have: 5 shades of Green, 3 shades of Orange, 3 shades of Purple/Violet, and 2 shades of Grey/Gray. Come to think of it, I only used one of those oranges.

Also, thank you leod. I'm not sure how I missed that.

Should I continue, send you the necessary files, or both? And... Where would I send these files? I kind of read your profile, that's why I didn't PM you at the start.

EDIT: I'm having connection issues lately, so I've uploaded that ]ExGFX page (and the palette I used) to my file bin before the network here could act up again. I swear, I spent most of yesterday just trying to log in!

EDIT(alaterone): Removed the links to those two graphics files. The files themselves will remain in the file bin in case of hilarious circumstances.

Maybe its just the size of the picture but the sprite in general seems like its fairly small, though I do like the direction this is going. Maybe make the hair a bit more grey?
Layout by LDA during C3.

Complete