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Ultimate Chuck

SMW Sprites → Ultimate Chuck

Submission Details

Name: Ultimate Chuck
Author: Darolac
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: Customisable Chucks. The first extra byte determines the sprite number of the Chuck you want to spawn, and the second customises a certain behaviour depending on the type of Chuck:
- Clappin': Y speed of the jump.
- Bouncin': Y speed of the jump.
- Whistlin': Nothing at all.
- Pitchin': Number of baseballs to throw - 1 (the number must be between 0 and 5, setting it higher will make the chuck only throw a baseball when he jumps).
- Puntin': Time between football spawns (should be a power of 2 - 1 in hex: $0F,$1F,$3F,$7F...).
- Diggin': Y speed of the rock.

The third extra byte the X speed of the Diggin' Chuck rock
(nothing in the case of the other chucks).
The forth extra byte customises the palette of the Chuck in the traditional YXPPCCCT format, and also if it will be a fire Chuck: FE-- CCC-, where CCC is the palette, E is the bit that determines if it's an exploding chuck (bit set) or not (bit clear) and F is the bit which determines if it's a fire chuck (bit set) or not (bit clear). A fire chuck will leave a trail of flames, whereas an exploding chuck will just explode when Mario is near.
Tags: chuck enemy explosion fire lorom sa-1
Comments: 7 (jump to comments)
Rating:
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Comments (7)

 Mellonpizza Link
Originally posted by BreadEater
is it me or there has been an issue with the baseball gfx for pitchin chucks? (such as the baseball is in the left of the chuck despite facing right)

Seems to be a bug in the drawing code for the baseball while attached to the hand - its using the original smw behavior of indexing the x,y draw offset tables in a weird way where the index is higher and the base table address is lowered by said offset (20 decimal), but this sprite has the incorrect base address for the x positions. Can be fixed by moving the label at line 1457, 'ADDR_02CB2D' down one line.
BreadEater Link
is it me or there has been an issue with the baseball gfx for pitchin chucks? (such as the baseball is in the left of the chuck despite facing right)
 Kevin Link
Tested with: LM 3.11, pixi 1.2.13, SA-1 1.32, Snes9x 1.60. I didn't find any major issues, so accepted.
During moderation I added a .json file with a list with all the different chuck types and default values of extra bytes for them (although I didn't include the fire and exploding varieties), so they're easier to insert. I also fixed a couple of missed SA-1 conversions.
Darolac Author Link
Originally posted by Rykon-V73
The sprite is great, but for the clappin' chuck, if I set his Y speed to B0, it plays the clappin' sound effect twice. If it's A0 or more up to 80, then it plays multiple times. I was just saying this.

I will look into that; since it's not game-breaking, I will probably solve it in a future update.
Rykon-V73 Link
The sprite is great, but for the clappin' chuck, if I set his Y speed to B0, it plays the clappin' sound effect twice. If it's A0 or more up to 80, then it plays multiple times. I was just saying this.
Darolac Author Link
Originally posted by HammerBrother
Quote
(should be a multiple of 2 - 1 in hex: $0F,$1F,$3F,$7F...)

You mean powers of 2 (2^X)-1, ideally when the frame counter $14 have low n bits (%XXXXXXX0, %XXXXXX00, %XXXXX000...) be all zeroes of when the chuck launches the next football

Corrected, thanks!
HammerBrother Link
Quote
(should be a multiple of 2 - 1 in hex: $0F,$1F,$3F,$7F...)

You mean powers of 2 (2^X)-1, ideally when the frame counter $14 have low n bits (%XXXXXXX0, %XXXXXX00, %XXXXX000...) be all zeroes of when the chuck launches the next football