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The ASM Requests Thread

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I'm not trying to hog this board, and don't expect anything. But when I have ideas I like to leave them here incase someone is looking for inspiration.
I thought platforms that go left or right with l r buttons like nsmbwii, or forward/backward/standstill depending where you stand like sm3dland.
Also those long falling rising platforms seen in some vertical nsmbwii levels would be nice gimmick.
Request Name: Star coins counter.

Type: Patch

Description:
A patch that allow to see how many star coins if you has. You can see the star coins counter in the overworld.
Userbar made by Green Jerry




In Donkey Kong Country 2 there are parts in the game where you can jump into a barrel with an animal buddy shown on it and you literally transform into the animal buddy until you reach an area where you transform back.

You can see here in the youtube video where Diddy and Dixy transform into Rambi at the 2:00 min mark.

https://www.youtube.com/watch?v=uQrShUKw4SQ

Now, here is my request. Why not have the same thing happen in Super Mario World with Yoshi?

How about a block or barrel that you jump into where it turns Mario into Yoshi and you play level as Yoshi alone without Mario on Yoshi's back. You could either beat the level in this new form or reach a place where you transform back into Mario.
Alright, been thinking of it for a while, so...

I'd like to request a special custom sprite please. I'm not sure how this would be done, but could someone here attempt to make a sprite that makes a specified normal or custom sprite with water buoyancy reappear on the screen a few moments after it is killed, regardless of how far the player goes after killing the sprite (while staying in the same area)? Being as I realized both the SMB3 Boss Bass and water-skipping Cheep Cheep both respawn a few moments after being killed, that's the basis for this request. I'm presuming it would be the only way to make swimming sprites in SMW respawn after being killed, like in SMB3.

So yeah, hoping I can get some input here if someone understands what I'm talking about.
Originally posted by Knight of Time
Alright, been thinking of it for a while, so...

I'd like to request a special custom sprite please. I'm not sure how this would be done, but could someone here attempt to make a sprite that makes a specified normal or custom sprite with water buoyancy reappear on the screen a few moments after it is killed, regardless of how far the player goes after killing the sprite (while staying in the same area)? Being as I realized both the SMB3 Boss Bass and water-skipping Cheep Cheep both respawn a few moments after being killed, that's the basis for this request. I'm presuming it would be the only way to make swimming sprites in SMW respawn after being killed, like in SMB3.

So yeah, hoping I can get some input here if someone understands what I'm talking about.

If I understand correctly, you simply want a system that auto-respawns a certain sprite at an edge of the screen sometime after its death ?
This is pretty easy to do. It doesn't even require to be in the form of a sprite, an UberASM code is sufficient. I mean, theoretically, this is just:
Code
Check if there's sprite X in at least one slot, in normal state
If yes,
	Do nothing and return
If not,
	Grab its position and store it somewhere
	Loop through some timer
	Spawn sprite X on the correct edge using the retained position.

And if you also want to the whole thing to stop after a certain screen, adding an extra check isn't difficult at all.

The only problem might reside in the sprite you want to respawn. It has to be processed when offscreen, and (preferably) not set his direction by itself when spawned. It should also not already obey to a similar system.
Consider this claimed once you give precisions on the sprite(s) affected by this system. Links to the Sprites section pages / files would greatly help.
do think you could include the normal lakitu from this page as well?

http://www.smwcentral.net/?p=section&a=details&id=3232
Originally posted by Mathos

If I understand correctly, you simply want a system that auto-respawns a certain sprite at an edge of the screen sometime after its death ?
This is pretty easy to do. It doesn't even require to be in the form of a sprite, an UberASM code is sufficient. I mean, theoretically, this is just:
Code
Check if there's sprite X in at least one slot, in normal state
If yes,
	Do nothing and return
If not,
	Grab its position and store it somewhere
	Loop through some timer
	Spawn sprite X on the correct edge using the retained position.

And if you also want to the whole thing to stop after a certain screen, adding an extra check isn't difficult at all.

The only problem might reside in the sprite you want to respawn. It has to be processed when offscreen, and (preferably) not set his direction by itself when spawned. It should also not already obey to a similar system.
Consider this claimed once you give precisions on the sprite(s) affected by this system. Links to the Sprites section pages / files would greatly help.


Thanks Mathos; to answer your first question, that's correct. I probably won't have any need of getting the respawn thing to stop working after a certain screen, as I'll more than likely have a pipe leading to the flagpole in a separate area.

I think the only sprite I'll want affected by this code would be the Better Boss Bass, as this version of the Boss Bass looks like the one I'll most likely use.

Zacmario: If I'm not mistaken, I think the normal Lakitu (presuming you mean the one in the cloud) does reappear a few moments after being killed.
@knight You are correct. However it's not compliant with Nmstl patch.
So unless someone releases the version that is, its the only other option. :(
Can anyone make a better pushable crate sprite than 1524's?
Kinda in hibernation for a while. I hope to be back in full swing soon.
@Knight of Time: I looked up that Boss Bass sprite, so I tested it in SpriteTool...
...and it happens to be unkillable by default. Star, shells, nothing has any effect on it.

Thus, if you want it to respawn, I'll have to make it killable first. Just sayin' because it'll probably take some time to make sure it doesn't break anything else.
Odd...I wasn't expecting that Boss Bass sprite would be invincible. But now that you mention it Mathos, I think I vaguely remember a SMW hack that had an invincible Boss Bass. I have no idea why the person who submitted that sprite wanted to make the Boss Bass invincible.

Edit: Wait just a second, I recently downloaded the sprite and checked it in the cfg editor, and I didn't see anything about it being unkillable...was it hardcoded to be that way?
Request Name: Remove starman blocks.

Type: Block

Description:
A block that once you touch it if you are starman it remove the starman powerup.
Userbar made by Green Jerry






Originally posted by toad64
Request Name: Remove starman blocks.

Type: Block

Description:
A block that once you touch it if you are starman it remove the starman powerup.


Like this?

Code
db $42
JMP Mario : JMP Mario : JMP Mario
JMP Return : JMP Return : JMP Return : JMP Return
JMP Mario : JMP Mario : JMP Mario

Mario:
	STZ $1490
Return:
	RTL






Dream team (feed them, please):






Originally posted by Fierce Deity Manuz OW Hacker
Originally posted by toad64
Request Name: Remove starman blocks.

Type: Block

Description:
A block that once you touch it if you are starman it remove the starman powerup.


Like this?

Code
db $42
JMP Mario : JMP Mario : JMP Mario
JMP Return : JMP Return : JMP Return : JMP Return
JMP Mario : JMP Mario : JMP Mario

Mario:
	STZ $1490
Return:
	RTL

Maybe Give a asm file for me.
Userbar made by Green Jerry




Literally open notepad and copy paste the code, save as .asm and done.
Request name: SpringBoard/P-Switch in Item Box
Type: Block
Short description: A Question Block that places a SpringBoard/P-Switch in the item box.
Resources: No Prior Resources
Request name: Pause Music Volume and Music Fadeout

Type: Patch

Description:
When you pause the game, instead of stopping the music as well, which can cut off some longer notes, it will just simply just fade the music into the background much like Kirby Super Star, or Super Mario Kart, not like Donkey Kong Country or the "Darken Pause" patch where the music volume stays intact. It would also be nice if the music faded out completely when you exit a level via Start+Select or walk off screen for Yoshi's House or Top Secret Area
@Knight of Time: sorry for giving you false hopes but I'll have to drop your request for the time being. Busy with lots of stuff. I'll PM you if I ever go back to it.
Also knight, Boss bass invisibility is hardcoded. It was most likely the easy way out of not having to regenerate him.

Request name: Koopa, shoots small green ball from it's shell
Type: Sprite
Descripition: A koopa will acts like normal koopa, but it will shoots 1 small green ball from it's shell and that ball will hurt the player. That ball also can bounce in place.
If the extra bit it set, the koopa will shoots 2 small green ball.
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My hacks:
Bowser's Castle (finished)
Bowser's Castle 2 (finished)
Super Mario World - Mushroom Revolution (Work in progress)
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