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The ASM Requests Thread

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Originally posted by Mathos
Request nameEasy Exit Generation
TypePatch, but preferably simple code if possible
DescriptionA patch/code that allows for on-the-fly exit generation, that could be used with that kind of easy-to-understand code:
Code
REP #$20
LDA #$0105 : STA !Define_TargetLevel	; - Set target level
LDA #$0200 : STA !Define_TargetXPos	; \ Set target position
LDA #$0120 : STA !Define_TargetYPos	; /
SEP $20
LDA #$01 : STA !Define_TargetType	; - Set type of exit
LDA #$01 : STA !Define_Trigger		; - Activate !

Type could be something like 00 for "Do Nothing", 01 for "Horizontal pipe, exit left", etc.
RewardLayout as complex as you want, or art, or a full level for your hack

My version of the multi-midway patch actually allows this, sort of. It lets you set the next level number to go to and what X and Y position to end up at, at least, though you'd probably have to set the player action yourself with $192A. Come to think of it, maybe I should check at some point if that feature works properly....

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Berries Yoshi can eat to change his colors.


Originally posted by zacmario
Berries Yoshi can eat to change his colors.

You can do this using this patch. Add this code to the routines file:

Code
RoutinePointers:
        ; [default routines here]
        dw GreenYoshi           ; 04 - Turn Yoshi green.
        dw RedYoshi             ; 05 - Turn Yoshi red.
        dw BlueYoshi            ; 06 - Turn Yoshi blue.
        dw YellowYoshi          ; 07 - Turn Yoshi yellow.


; somewhere later in the code file:

GreenYoshi:
        LDY #$0A
        BRA _SwitchYoshi

RedYoshi:
        LDY #$08
        BRA _SwitchYoshi

BlueYoshi:
        LDY #$06
        BRA _SwitchYoshi

YellowYoshi:
        LDY #$04
_SwitchYoshi:
        LDX #$0B
   -    LDA $9E,x
        CMP #$35
        BEQ +
        DEX
        BPL -
        RTS
   +    TYA
        STA $15F6,x
        STA $13C7
        LDA #$06        ;\ 
        STA $1DF9       ;| Sound effects to play when swallowed.
        LDA #$29        ;|
        STA $1DFC       ;/
        RTS

Then when defining the blocks in the block list, set the routine number for the block (the column labeled 3) to which one you want to run, e.g. using 04 would have the block turn Yoshi green.
(the rest of the values you can basically just copy from the normal berries, excluding the map16 tile and probably yxppccct)

Here's a demonstration of that code in action.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Something I've wondered; why is there no Yoshi push patch? You can push Yoshi in SMA2, but not in vanilla SMW. That'd be handy to have.
Thanks, Thomas. Can't wait to put this in my next hack.
I don't want this to be overlooked, please:
Originally posted by Fostelif
Originally posted by Fostelif
Originally posted by Fostelif
Is there a patch that fixes the "ascending glitch"? Basically, if you jump on two enemies in the same place at the same time, the game checks for your collision with the second one after it's done calculating the bounce from the first one, and since you're ascending, it decides you got hit. This also happens with some custom bosses when they jump, like the Kirby one, so I want this to be fixed. (This only solves half the problem.)

Originally posted by Fostelif
Originally posted by Fostelif
Can anyone make a better pushable crate sprite than 1524's?

It's been a month; has anyone done this yet?

I am still in immense want of these things.

And while I'm at it, who someone recreate Sonikku's giant Koopa boss? Well-made custom bosses are hard to come by (most of the ones in the sprites section are made by dahnamics, but his sprites are kinda shoddy), and this particular one is hard to find nowadays, so why not make it easier to get again?

Kinda in hibernation for a while. I hope to be back in full swing soon.
Request nameAny Message Text Block/Sprite
TypeBlock or Sprite
DescriptionA block or sprite that can read any message from any level of your choice, like level 23, message 2 or level level 12F, message 1.
It can be changed from either, (Touch it, or press a button like Up to activate the message of your choice.)

You can choose for it to disappear after the message is closed, or stay there to be read later whenever.

Like it can be used like a note of paper or something.

If you feel like you have anymore ideas or suggestions for this, or if you have any concerns about any of this working, you can inform me and we can see if we can work it out..

Thanks to anyone who is willing to take this request.

Hey y'all, Scott here!

PFP by: https://twitter.com/GinCalico (🔞 Warning)
Originally posted by Fostelif
I don't want this to be overlooked, please:

*requests*


please, one at a time.
Originally posted by vivi
  • Only a single request per time! -- If you have multiple request ideas, then please elaborate each one better and post them slowly. This is important for the healthy of the system.


  • ______________________

    Originally posted by AntiDuck
    Request nameAny Message Text Block/Sprite
    TypeBlock or Sprite
    DescriptionA block or sprite that can read any message from any level of your choice, like level 23, message 2 or level level 12F, message 1.
    It can be changed from either, (Touch it, or press a button like Up to activate the message of your choice.)

    You can choose for it to disappear after the message is closed, or stay there to be read later whenever.

    Like it can be used like a note of paper or something.

    If you feel like you have anymore ideas or suggestions for this, or if you have any concerns about any of this working, you can inform me and we can see if we can work it out..

    Thanks to anyone who is willing to take this request.

    i support this.
    Hi, I'm a signature!
    Hack Thread
    Hack Testing Status: Available.
    Layout by Koopster.
    Then someone tackle this one:
    Originally posted by Fostelif
    Is there a patch that fixes the "ascending glitch"? Basically, if you jump on two enemies in the same place at the same time, the game checks for your collision with the second one after it's done calculating the bounce from the first one, and since you're ascending, it decides you got hit. This also happens with some custom bosses when they jump, like the Kirby one, so I want this to be fixed. (This only solves half the problem.)

    Kinda in hibernation for a while. I hope to be back in full swing soon.
    REQUEST NAME: Always Running
    TYPE: Patch
    DESCRIPTION: A patch that makes it so you're only able to run at full speed, completely removing regular walking and displaying the apropriate running frames. I mean, there's already a patch that disables running, so why not the opposite?
    I play forum games and draw furries. I'm mostly active on Discord and Twitter.



    Originally posted by LucasRCD
    REQUEST NAME: Always Running
    TYPE: Patch
    DESCRIPTION: A patch that makes it so you're only able to run at full speed, completely removing regular walking and displaying the apropriate running frames. I mean, there's already a patch that disables running, so why not the opposite?

    You mean like, force constant P-speed? In which case, just do this:

    Code
    org $00D978
    	db $00


    Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
    Originally posted by Thomas
    You mean like, force constant P-speed? In which case, just do this:

    Code
    org $00D978
    	db $00

    Not quite... it's a bit more complicated than that. Instead of walking, you run, skipping the walking frames entirely, only displaying the running ones. The walking speed should be exactly as in that hex edit, but with the usage of the X/Y buttons disabled for going faster.

    Although now that I think of it, I may have just requested something impossible.
    I play forum games and draw furries. I'm mostly active on Discord and Twitter.

    In that case don't you only need to add this

    Code
    org $00D717
    	db $80

    (My core boss is completed, BTW)

    Request name: RNG Death Themes + Death Theme Pur Level
    Type: Patch
    Short description: So... I'd like to have a patch that allows for the death theme to choose between a customizable number of songs (4 by default), but you can also specify specific levels that have a unique death theme too.
    Reward: $10 for Steam, PS4, or Xbox One. May increase price to either $25 or even $50 if you include a certain amount of extra features.

    Mathos claimed this request.


    Extra Feature Ideas: Player 1 and Player 2 specific RNG death themes, Level Specific RNG death themes, World Specific RNG death themes.
    Disclaimer: The extra features wouldn't really be used by me, but since this request is for the community, these maybe useful for others.

    Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

    (rip my other userbars momentarily)

    Originally posted by Daizo Dee Von
    (My core boss is completed, BTW)

    Request name: RNG Death Themes + Death Theme Pur Level
    Type: Patch
    Short description: So... I'd like to have a patch that allows for the death theme to choose between a customizable number of songs (4 by default), but you can also specify specific levels that have a unique death theme too.
    Reward: $10 for Steam, PS4, or Xbox One. May increase price to either $25 or even $50 if you include a certain amount of extra features.


    Extra Feature Ideas: Player 1 and Player 2 specific RNG death themes, Level Specific RNG death themes, World Specific RNG death themes.
    Disclaimer: The extra features wouldn't really be used by me, but since this request is for the community, these maybe useful for others.

    Claimed~
    I'm available on Discord if you want to communicate to me details, specific uses or anything (no PM because it's way too slow to have a proper exchange).

    Also keep your money man.
    Originally posted by zacmario
    request name: Moving bricks, blocks, coins
    type: sprite
    short description: bricks, blocks, coins that move up and down
    resources: a layer 2 generator may be helpful.
    link: http://m.youtube.com/watch?v=Cun15WXzT80
    around 6:45
    long description: I dont care how is made to work if it is layer 2 moving just a little bit or individual sprites.


    Partially fullfilled by making my coin sprite move up'n down if set to. Link to my sprite


    Thank you, things like this help make more interactive levels.
    Originally posted by Final Theory
    How about growing/shrinking pipes, in left/right/upside down directions.

    Here is the normal one.

    https://www.smwcentral.net/?p=section&a=details&id=3632

    This I support. They can be very useful.
    Hey y'all, Scott here!

    PFP by: https://twitter.com/GinCalico (🔞 Warning)
    I wish someone make the smb3 invisible and visible exit enabled jumping note block. the one on the level 1x3

    1-
    Request name: Invisible Music Block With Exit Enabled.
    Type: Block
    Descripition: Invisible Music Block That will get you to the screen you set up as the exit enabled.

    2-
    Request name: visible Music Block With Exit Enabled.
    Type: Block
    Descripition: visible Music Block That will get you to the screen you set up as the exit enabled.

    3-
    Request name: Angry Nanny Blooper
    Type: Sprite
    Description: A Blooper that will throw you the baby's it has in four diferents direcctions.



    4- In this Request is for Some one to edit this sprite and make it fall when mario stand on it.
    Download Link
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