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The ASM Requests Thread
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - The ASM Requests Thread
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Name: Better NSMB climbing and sliding pole

Type: Block

Description: Just like the vine, this block letís you claim upward. If you go down, you will slide down faster. While Mario is grabbing the pole, the climbing animation acts like the Specter of Torment-styled Wallclimbing and Walljumping patch, and he can turn both sides like the SMB1 vine. So this block is not a net block.
Originally posted by RussianMan
Originally posted by hash
3. When rising up from crushing they ignore new blocks above them. Adding interaction would be nice.


Originally posted by RussianMan
As for 3. I may create patch for that.


ok


Thanks for this RussianMan!
Colored Rex that have different powers like Yoshi.
Green normal.
Blue has wings.
Red shoots 3 fireballs
Yellow can pound the ground with sand clouds that hurt Mario.
Flashing can't be stomped and chases Mario.
Name: Sumo Bros Flame Fix (+upgrade)
Type: Patch/Sprite
Tool: Asar/Pixi
Description: Prevent the sumo bros flames from expanding onto non-solid ground/air. The sumo bro's lightening always generates 5 flame stacks regardless of the ground to the sides of the center flame sometimes allowing flames to hover in the air. This patch would reduce the flames to only spawn above solid ground. Another approach would be for the flames to spread the entire length of the platform they land on, stopping when they encounter a wall or non-solid ground.
Originally posted by Maarfy

Hm, this was good practice.

Enjoy!


You are so fantastic, Maarfy. It works exactly as desired. Great job!

SMWC members who have helped make Ganymede the hack I want it to be

Name: Fire Cape mario (stackable fire+cape powerup)
Type: Patch
Tool: Asar
Description: Basically if you collect the Fire Flower after getting a cape, the effects stack. As seen in this video, done with codes: https://www.youtube.com/watch?v=X9MDKw-WPX4
Come check out my new upcoming ROMhack!
SMB2 Magic Potions (and doors)



I've been thinking for a long time, it would be cool if we could replicate the Magic Potion from Super Mario Bros. 2 and implement it in a usable way for SMW.

There's a lot of hacks that include elements of Super Mario Bros. 2, but none so far have used the chemical flask sprite to create a door. There are a few ways I believe hackers could use this, even if it's relatively simple compared to the SMASSMB2 version.

Different forms of implementation for Magic Potion:

1) It creates a door sprite or block that leads to the screen exit.
2) The door will ignore screen exits and take you to +1 of what ever room address you are currently in. <-(this is my favourite idea)
3) The door takes you to a preconfigured location on the game map.
4) The door finishes the level, usually as a secret exit.
5) It takes you to a room depending on which flask it is, where you are timed and then it warps you back to where you were when you entered.
6) It actually takes you to subspace like in Super Mario Bros. 2; different palette, reversed level, no background; maybe this can be done by making a parallel room address that is +1, which the door will take you to, depending on your position in the room you entered subspace from, also giving you a timer before it reverts you back out of subspace in the position you entered from. If you throw the potion inside a vase, like where some potions are found, the door doesn't appear and the potion disappears in a puff of smoke.

There could be different coloured potions in flasks for different uses, but I think having the Magic Potion create a door exit in any form would be well utilised and much better than having nothing.

<- Side note, apart from one being for doors, the others could do various damage to enemies, like creating a Sumo Bro wall of fire, the possibilities are vast. Maybe have a particular 16x16 plant block that, if you hit with a green potion, will make it grow upwards as a climbable vine.

Originally posted by FailSandwich
Name: Fire Cape mario (stackable fire+cape powerup)
Type: Patch
Tool: Asar
Description: Basically if you collect the Fire Flower after getting a cape, the effects stack. As seen in this video, done with codes: https://www.youtube.com/watch?v=X9MDKw-WPX4


That's a cool idea for Vanilla-Chocolate hacks. I like it.
Alright, though I already made a mention of this on Discord, I figured it would likely be better to mention it here, so...

Name: Universal Sprite Spawner
Type: Sprite/Shooter (whatever one makes more sense)
Tool: PIXI
Description: A sprite similar to Sonikku's sprite respawner, that instead of respawning a sprite that goes offscreen or is killed that it is placed on, spawns another of the sprite it is placed on every few seconds or so (basically, I want to see if this could save sprite insertion space on a hack by being compatible with nearly all sprites). Basically I'd like this to be a more universal version of SMB3's Goomba spawner if possible, please.

Thanks in advance.
https://bin.smwcentral.net/u/27050/bowser.bin


He'd be made out of 32x32 tiles.
If you want a walk animation, you alternate the bottom left and bottom right 32x32 tiles.
If you want firebreathing, you swap out the top 64x32.
If Bowser jumps, you could either swap out the entire sprite, or just the bottom half. It's basically an edit of the smb1 bowser just made bigger. obv you'd have to throw the hammers and fire into sp4 since this is a big boy.

--------------------
Hi! I'm the Admin of MFGG, you should check it out!
All other requests I made some time ago in this thread, ignore them for this one as I have what I needed when I did obtain them.

Request name: Running Hammer Bros.
Type: Sprite
Tool: Romi's SpriteTool (v 1.41)
Description - Hammer Bros from SMB1 and SMB2J that run straight toward the player and jump when theres a solid block in its path. Extra Bit set should be running regardless of changed direction based on player's position whereas default should only be running based on when it comes into the player on-screen and not run when it changes direction on player's position.

See Here: https://youtu.be/aUBW25PMM5Y?t=29

--------------------
https://www.change.org/petitions/google-change-the-youtube-comment-section-back-to-its-original-form




[19:43] <StrikeForcer> I also want to say that "because everything on the internet is definitely true!" is a derailment tactic that serves as a shorthand change for "I dont accept the facts"

[19:44] <StrikeForcer> When the information posted clearly is fact-based.
Originally posted by StrikeForcer
All other requests I made some time ago in this thread, ignore them for this one as I have what I needed when I did obtain them.

Request name: Running Hammer Bros.
Type: Sprite
Tool: Romi's SpriteTool (v 1.41)
Description - Hammer Bros from SMB1 and SMB2J that run straight toward the player and jump when theres a solid block in its path. Extra Bit set should be running regardless of changed direction based on player's position whereas default should only be running based on when it comes into the player on-screen and not run when it changes direction on player's position.

You know, I prefer a PIXI sprite for that. I like is with SA-1 support. Please donít use TRASM.
Just an idea I had for a new sprite that I have failed miserably to try and create myself:

Name: YI Digging Mole
Type: Sprite
Tool: Pixi
Description: A sprite similar in effect to the Creating/Eating snake blocks, that would move in accordance with a table defining the x/y movements in the .asm file. Alternatively, blocks that when touched change the direction and get eaten. It would be great if a table of blocks could be defined as eatable (106, 25 etc), and all others inedible. When the sprite hits an inedible block, the sprite would disappear in a puff of smoke/explosion. Graphically it would resemble the mole transformation from Yoshi's Island (files provided below). Normally the sprite would hurt mario when touched (bounced on with Yoshi/spinjump) but using the extra bit would allow the sprite to be rideable.

ExGFX
Palette
PalMask

Thanks in advance.
Code
Originally posted by CalHal
Originally posted by StrikeForcer
All other requests I made some time ago in this thread, ignore them for this one as I have what I needed when I did obtain them.

Request name: Running Hammer Bros.
Type: Sprite
Tool: Romi's SpriteTool (v 1.41)
Description - Hammer Bros from SMB1 and SMB2J that run straight toward the player and jump when theres a solid block in its path. Extra Bit set should be running regardless of changed direction based on player's position whereas default should only be running based on when it comes into the player on-screen and not run when it changes direction on player's position.

You know, I prefer a PIXI sprite for that. I like is with SA-1 support. Please donít use TRASM.


That's you, don't undermine my request just because you dont like the fact my request is asking for the sprite to be for insertion in Romi's SpriteTool (which I have my reasons why im not using PIXI).

--------------------
https://www.change.org/petitions/google-change-the-youtube-comment-section-back-to-its-original-form




[19:43] <StrikeForcer> I also want to say that "because everything on the internet is definitely true!" is a derailment tactic that serves as a shorthand change for "I dont accept the facts"

[19:44] <StrikeForcer> When the information posted clearly is fact-based.
Originally posted by Conal
SMB2 Magic Potions (and doors)



I've been thinking for a long time, it would be cool if we could replicate the Magic Potion from Super Mario Bros. 2 and implement it in a usable way for SMW.

There's a lot of hacks that include elements of Super Mario Bros. 2, but none so far have used the chemical flask sprite to create a door. There are a few ways I believe hackers could use this, even if it's relatively simple compared to the SMASSMB2 version.

Different forms of implementation for Magic Potion:

1) It creates a door sprite or block that leads to the screen exit.
2) The door will ignore screen exits and take you to +1 of what ever room address you are currently in. <-(this is my favourite idea)
3) The door takes you to a preconfigured location on the game map.
4) The door finishes the level, usually as a secret exit.
5) It takes you to a room depending on which flask it is, where you are timed and then it warps you back to where you were when you entered.
6) It actually takes you to subspace like in Super Mario Bros. 2; different palette, reversed level, no background; maybe this can be done by making a parallel room address that is +1, which the door will take you to, depending on your position in the room you entered subspace from, also giving you a timer before it reverts you back out of subspace in the position you entered from. If you throw the potion inside a vase, like where some potions are found, the door doesn't appear and the potion disappears in a puff of smoke.

There could be different coloured potions in flasks for different uses, but I think having the Magic Potion create a door exit in any form would be well utilised and much better than having nothing.

<- Side note, apart from one being for doors, the others could do various damage to enemies, like creating a Sumo Bro wall of fire, the possibilities are vast. Maybe have a particular 16x16 plant block that, if you hit with a green potion, will make it grow upwards as a climbable vine.

Originally posted by FailSandwich
Name: Fire Cape mario (stackable fire+cape powerup)
Type: Patch
Tool: Asar
Description: Basically if you collect the Fire Flower after getting a cape, the effects stack. As seen in this video, done with codes: https://www.youtube.com/watch?v=X9MDKw-WPX4


That's a cool idea for Vanilla-Chocolate hacks. I like it.


I'd have to seconded this. I like the vine idea. Maybe blue one could be a p switch activated?
Originally posted by zacmario
I'd have to seconded this. I like the vine idea. Maybe blue one could be a p switch activated?


That's what I mean. There is a sprite that reacts when it touches water and then it turns into something else; but if we could have a sprite that changes as soon as you throw it onto the ground but there is a sprite that breaks into another sprite when smashed (altough it should turn into a puff of smoke with different SFX) , anyone could basically make it into a chemical flask/Magic Potion that turns into miracle grow for a plant, a bomb explosion, Sumo fire, Coin Snake, multiple projectiles firing in multiple directions (like a nail bomb). We could use the Pot and have it turn into YI Dynamic Door (v1.1) disguised as two SMASSMB2 doors, but it will only go to a screen exit and not the parallel room or level ending stuff (thus interfering with other screen exits you might want to have on that level).

To take it a step further, when inside vases, all flasks could just break into a puff of smoke, as defined by an invisible sprite in that screen, so people can't spawn doors (and anything else) from Magic Potions when inside the vase. This could also prevent spawning a door in places that you don't want players to warp from.

I always thought the act of picking up a Magic Potion and throwing it in SMB2 was cool, but I'm thinking we can have a dynamic SMASSMB2 style door sprite and so many other things.
Originally posted by Yoshin
https://bin.smwcentral.net/u/27050/bowser.bin


He'd be made out of 32x32 tiles.
If you want a walk animation, you alternate the bottom left and bottom right 32x32 tiles.
If you want firebreathing, you swap out the top 64x32.
If Bowser jumps, you could either swap out the entire sprite, or just the bottom half. It's basically an edit of the smb1 bowser just made bigger. obv you'd have to throw the hammers and fire into sp4 since this is a big boy.


Great idea, of course I would use this in my hack, I hope it will be done
Originally posted by Conal
I've been thinking for a long time, it would be cool if we could replicate the Magic Potion from Super Mario Bros. 2 and implement it in a usable way for SMW.

There's a lot of hacks that include elements of Super Mario Bros. 2, but none so far have used the chemical flask sprite to create a door. There are a few ways I believe hackers could use this, even if it's relatively simple compared to the SMASSMB2 version.

Different forms of implementation for Magic Potion:

1) It creates a door sprite or block that leads to the screen exit.
2) The door will ignore screen exits and take you to +1 of what ever room address you are currently in. <-(this is my favourite idea)
3) The door takes you to a preconfigured location on the game map.
4) The door finishes the level, usually as a secret exit.
5) It takes you to a room depending on which flask it is, where you are timed and then it warps you back to where you were when you entered.
6) It actually takes you to subspace like in Super Mario Bros. 2; different palette, reversed level, no background; maybe this can be done by making a parallel room address that is +1, which the door will take you to, depending on your position in the room you entered subspace from, also giving you a timer before it reverts you back out of subspace in the position you entered from. If you throw the potion inside a vase, like where some potions are found, the door doesn't appear and the potion disappears in a puff of smoke.

There could be different coloured potions in flasks for different uses, but I think having the Magic Potion create a door exit in any form would be well utilised and much better than having nothing.

<- Side note, apart from one being for doors, the others could do various damage to enemies, like creating a Sumo Bro wall of fire, the possibilities are vast. Maybe have a particular 16x16 plant block that, if you hit with a green potion, will make it grow upwards as a climbable vine.


I remember doing this potion flask & a subspace patch, but hell, they're so heckin badcoded and i doubt ppl here would use it, judging by the amount of freespace it uses. (also, it's not even a little user-friendly)
Originally posted by Tsutarja
I remember doing this potion flask & a subspace patch, but hell, they're so heckin badcoded and i doubt ppl here would use it, judging by the amount of freespace it uses. (also, it's not even a little user-friendly)


That's very understandable.

However I really believe that the concept of throwing a flask and spawning a door to could be changed into something else. It could be a screen exit, +1 address exit, predetermined exit, normal exit, secret exit.

This way it can have a function that fits with hacks, rather than making something really niche and really complicated.
Originally posted by Conal
Originally posted by Tsutarja
I remember doing this potion flask & a subspace patch, but hell, they're so heckin badcoded and i doubt ppl here would use it, judging by the amount of freespace it uses. (also, it's not even a little user-friendly)


That's very understandable.

However I really believe that the concept of throwing a flask and spawning a door to could be changed into something else. It could be a screen exit, +1 address exit, predetermined exit, normal exit, secret exit.

This way it can have a function that fits with hacks, rather than making something really niche and really complicated.


Yeah, you could probably do it by making the door spawn a "goal sphere" (not a real one) that lets you travel to other exits or whatever?
Is there a simple "level end when boss dies" that can be added to a boss sprite?
The level ender sprite doesn't work in my case.

My sprite is Bowser by Mikeyk

--------------------
Super Mario Pants World by Romano338 - Playthough
Luigi's Lost Levels by Romano338 - Playthough
Baby Kaizo World by Romano338 [Cancelled] playthrough
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