Name: | Undine Boss |
Author: | Kickchon |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | This is Undine from Secret of Mana as a boss for Super Mario World. She flies around the room and periodically summons frostblocks which try to hurt Mario or three icicles which try to impale Mario from below. Additionally, a tidal wave is present which tries to push Mario around to pull him down into the water. When the frostblocks hit the tidal wave, they become carryable and can be thrown at Undine to hurt her. The wave becomes faster each time it gets hit by a frostblock. Make sure to read the readme before using the sprite, as setting it up can be complicated. |
Tags: | boss fly flying ice ice block ice blocks lorom pillar pillars sa-1 secret of mana smwcp smwcp1 stalagmite tidal tide tides undine water wave waves |
Comments: | 15 (jump to comments) |
Rating: |
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Comments (15)
The palette has been included separately from the example arena.
A lot of the sprite's components have been optimized. The wave speed glitch mentioned by GreenHammerBro looks rather intentional and I couldn't get it to overflow. The first graphical glitch still exists because I couldn't quite figure out exactly what causes it.
If you were to kick the ice block back to undine while she is preparing or launching the ice pillars, her sprite becomes garbled:
link
Please ignore the missing scenery, I accidentally disable layer 1.
Another bug is the spawning ice block glitch, if you freeze ($9D) during the first frame the ice block appears (orb-like appearence), it will also garble:
link
-palette and palmask not existent, you have to extract from the lvl file.
-the wave sprite gets faster every time it is hit by the ice sprite rather than the number of times the boss is hit, not sure if this counts as a bug, but in case if the user wanted it to only move faster based on how much HP left it has.
--Speaking of that "glitch", if you keep doing that without hurting the boss (by constantly throwing the ice block away intentionally), it will eventually causes an overflow bug:
---If fast enough, can push the player towards the edge of the screen and kill the player.
---Always pushes the player to the left, regardless on which side the player is on.
---If even further, the rightwards speed value overflows to a very low negative number, causing it to go left when facing rightwards towards the player. If it goes past the left edge of the screen with this x speed bug of the sprite, it will not be there permanently.
In asm terms to get it work with my health bar, simply right shift 4 times (LSR #4) and use that value.
Here is the code to make it work with my enemy HP meter:
also by references they meant everyone else's posts not this sprite