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World 8 Boss: Frank - cstutor89 (ASM), Alessio (GFX)

Complete

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?
Originally posted by cstutor89
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.


This may be a long shot, but will it be possible to have Frank spawn Fire Bro projectiles instead?

I don't know; it's the only thing I could think of.
That is a good idea GSG and could work but the problem with that is the bounce routine for them is different than a fireball.
Originally posted by cstutor89
That is a good idea GSG and could work but the problem with that is the bounce routine for them is different than a fireball.


Oh, I forgot how the Bro ball bounces differently .-.

Oh well.

~~

FAKEDIT: Why don't we just disable fire power with the boss? Only allow capes an such. Since all the sprites are invincible to fire, why not just have the level it is in disable fire power?

It may bum some people that their power up has been taken away. Maybe if a player enters the boss arena with a fire power-up it could be replaced by a cape or something?
Maybe. Though it kind of removes all of the small enemies created by the boss with the feather. It's something that could be considered.

There is something really off about this background used in Pyro-Cryo castle. What exactly can be done to fix this?
I didn't think of the cape killing everything .-.

And there's a cape in the castle too...
Originally posted by Giant Shy Guy
I didn't think of the cape killing everything .-.

And there's a cape in the castle too...


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.

Extras



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

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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).


That... might not answer your question, however.

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:

Holy fucking pillow shading.
The original shading style looked a lot better than that, you should just turn the white in the original background into a lighter blue.
Your layout has been removed.
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?
Take the lightest blue there is around the white spots and replace the white with that.
Like this:


Okay that doesn't look the best, but it's the best option I've seen so far that can actually be pulled off.
Your layout has been removed.

So this is done then? If so, go ahead and send the files off to SNN.
Layout by LDA during C3.
EDIT: I sent the files, I think I'm pretty much done with the boss and fixed the BG thing that Leod mentioned.

Shweet. 1 down, 9 to go.
Layout by LDA during C3.
Sprite (re)moderation flashbacks. It's removal log time.

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Frank (Fire-Ice boss)
Author: cstutor89

Tested with: (not relevant)

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.

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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.


MK2TDS

Complete