Banner
Views: 236,401,642
Time: 2013-05-23 09:23:41 AM
13 users online: Daniel08, Dark Yoshi, Donaldthescotishtwin, everest700, FlamingRok, HyperMario, LaughingLuigi, Lui37, o MVS, Neidave, Rockythetigre, o ShadowPhoenix, TheOtherGuy25 - Guests: 26 - Bots: 10Users: 22,868 (1,277 active)
Latest: LuckyDearly
Tip: A power-up is most useful to a player shortly after the midway point.
ASM Projects show-off thread
Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - ASM Projects show-off thread
Pages: « 1 2 3 4 5 6 ... 120 121 »
Like the title says. You can post a normal post/screenshots/video's here of your current ASM project(s) (Like custom sprites, custom blocks, ASM hacks), to show your progress on something, or just to show off! You may also comment on the posts, screenshots, video's and such.

I currently have nothing to show though, besides this:





The Mario in the middle of the screen is THE Mario, and the other one is actually the OW Pirahna plant.

I made some minor changes in the OAM for the OW sprite (Pirahna plant in this case), and made this thing. Atleast I almost know how the OAM for the OW sprites works now. No, I did not edit the GFX file and the palletes. This is real. I directly edited the ASM codes using all.log and the debugger.



Rules:
  • Don't post stuff made by someone else. Nobody cares about how the 5476th user managed to get the VWF dialog patch working.
  • To add on the above, no Ultimate Noob Bosses or Newbie's Custom Bosses. They're very simple to make, very common, and they can create some really strange responses. If you need to put them somewhere, put them in your hack thread.
Last edited on 2011-10-08 03:14:24 PM by Alcaro.
Man, I should have waited for a thread like this! :P

Well, here goes:

Originally posted by Originally posted by me

Here's a custom sprite that will put an item in the item box. Comes with other custom sprites.



You can get it right here. It comes with an unofficial patch. Credit goes to Kenny3900 for the original patch and data.


The treasure chest sprite has been updated.
Last edited on 2009-12-15 09:39:36 PM by Davros.
Originally posted by Ersan
Like the title says. You can post a normal post/screenshots/video's here of your current ASM project(s) (Like custom sprites, custom blocks, ASM hacks), to show your progress on something, or just to show off! I currently have nothing to show though, besides this:







The Mario in the middle of the screen is THE Mario, and the other one is actually the OW Pirahna plant.

I made some minor changes in the OAM for the OW sprite (Pirahna plant in this case), and made this thing. Atleast I almost know how the OAM for the OW sprites works now. No, I did not edit the GFX file and the palletes. This is real. I directly edited the ASM codes using all.log and the debugger.



This thread is not to ask ASM questions. Ask them in the ASM/HEX/Etc thread (Stickied)


Wow. Custom OW sprites? I never thought it possible! (That's because I never thought about it at all, really. XD) That certainly looks interesting. :D
Code
;;;;;;;;;;;;;;;;;;;;;;;;;; ScreenMode: ; ;C00000XV ; ;C=Collision with layer 2; ;X=Unknow ; ;V=Vertical level ; ;;;;;;;;;;;;;;;;;;;;;;;;;; .00 db $00 .01 db $00 .02 db $80 .03 db $81 .04 db $80 .05 db $82 .06 db $03 .07 db $83 .08 db $00 .09 db $01 .0A db $00 .0B db $00 .0C db $01 .0D db $00 .0E db $00 .0F db $00 .10 db $00 .11 db $00 .12 db $00 .13 db $00 .14 db $00 .15 db $00 .16 db $00 .17 db $00 .18 db $00 .19 db $00 .1A db $00 .1b db $00 .1c db $00 .1d db $00 .1e db $00 .1f db $80 ;;;;;;;;;;;;;;;;;;;;; MainScreenSetting: ;;;;;;;;;;;;;;;;;;;;; .00 db $15 .01 db $15 .02 db $17 .03 db $15 .04 db $15 .05 db $15 .06 db $17 .07 db $15 .08 db $17 .09 db $15 .0A db $15 .0B db $15 .0C db $15 .0D db $15 .0E db $04 .0F db $04 .10 db $15 .11 db $17 .12 db $15 .13 db $15 .14 db $15 .15 db $15 .16 db $15 .17 db $15 .18 db $15 .19 db $15 .1A db $15 .1b db $15 .1c db $15 .1d db $15 .1e db $01 .1f db $02 ;;;;;;;;;;;;;;;;;;; SubScreenSetting: ;;;;;;;;;;;;;;;;;;;; .00 db $02 .01 db $02 .02 db $00 .03 db $02 .04 db $00 .05 db $02 .06 db $00 .07 db $02 .08 db $00 .09 db $00 .0A db $02 .0B db $00 .0C db $02 .0D db $02 .0E db $13 .0F db $13 .10 db $00 .11 db $00 .12 db $02 .13 db $02 .14 db $02 .15 db $02 .16 db $02 .17 db $02 .18 db $02 .19 db $02 .1A db $02 .1b db $02 .1c db $02 .1d db $02 .1e db $16 .1f db $15 ;;;;;;;;;;;;;;;;;; CGADDSUBSetting: ;;;;;;;;;;;;;;;;;; .00 db $24 .01 db $24 .02 db $24 .03 db $24 .04 db $24 .05 db $24 .06 db $20 .07 db $24 .08 db $24 .09 db $20 .0A db $24 .0B db $20 .0C db $70 .0D db $70 .0E db $24 .0F db $24 .10 db $20 .11 db $ff .12 db $24 .13 db $24 .14 db $24 .15 db $24 .16 db $24 .17 db $24 .18 db $24 .19 db $24 .1A db $24 .1b db $24 .1c db $24 .1d db $24 .1e db $21 .1f db $22 ;;;;;;;;;;;;;;; FightMode: ;;;;;;;;;;;;;;; .00 db $00 .01 db $00 .02 db $00 .03 db $00 .04 db $00 .05 db $00 .06 db $00 .07 db $00 .08 db $00 .09 db $c0 .0A db $00 .0B db $80 .0C db $00 .0D db $00 .0E db $00 .0F db $00 .10 db $c1 .11 db $00 .12 db $00 .13 db $00 .14 db $00 .15 db $00 .16 db $00 .17 db $00 .18 db $00 .19 db $00 .1A db $00 .1b db $00 .1c db $00 .1d db $00 .1e db $00 .1f db $00 ;;;;;;;;;;;;;;; SpriteLayer: ;Seem to alter the sprite priority in the level ;;;;;;;;;;;;;;; .00 db $20 .01 db $20 .02 db $20 .03 db $30 .04 db $30 .05 db $30 .06 db $30 .07 db $30 .08 db $30 .09 db $30 .0A db $30 .0B db $30 .0C db $30 .0D db $30 .0E db $20 .0F db $20 .10 db $30 .11 db $30 .12 db $30 .13 db $30 .14 db $30 .15 db $30 .16 db $30 .17 db $30 .18 db $30 .19 db $30 .1A db $30 .1b db $30 .1c db $30 .1d db $30 .1e db $30 .1f db $30 org $588F5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LevelModePointer1: ;This is the pointer to the Routine to draw the first screen Mario enter ;$0589CE seem to be used in horizontal level mode ;$058a9b in vertical level mode ;$058a9a is used in glitched level mode and will only cause the first screen to be glitched; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .00 dl $0589ce .01 dl $0589CE .02 dl $0589CE .03 dl $058a9b .04 dl $0589ce .05 dl $0589CE .06 dl $0589CE .07 dl $058a9b .08 dl $058a9b .09 dl $058a9a .0A dl $058a9b .0B dl $058a9b .0C dl $058a9a .0D dl $0589CE .0E dl $058a9b .0F dl $0589CE .10 dl $058a9a .11 dl $0589CE .12 dl $058a9a .13 dl $058a9a .14 dl $058a9a .15 dl $058a9a .16 dl $058a9a .17 dl $058a9a .18 dl $058a9a .19 dl $058a9a .1a dl $058a9a .1b dl $058a9a .1c dl $058a9a .1D dl $058a9a .1E dl $0589CE .1F dl $0589CE org $58823 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LevelModePointer2: ;Same as above but for scrolling ;$0589CE seem to be used in horizontal level mode ;$058a9b in vertical level mode ;$058a9a is used in glitched level mode and will only cause the scrolling to glitch ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .00 dl $0589ce .01 dl $0589CE .02 dl $0589CE .03 dl $058a9b .04 dl $0589ce .05 dl $0589CE .06 dl $0589CE .07 dl $058a9b .08 dl $058a9b .09 dl $058a9a .0A dl $058a9b .0B dl $058a9b .0C dl $058a9a .0D dl $0589CE .0E dl $058a9b .0F dl $0589CE .10 dl $058a9a .11 dl $0589CE .12 dl $058a9a .13 dl $058a9a .14 dl $058a9a .15 dl $058a9a .16 dl $058a9a .17 dl $058a9a .18 dl $058a9a .19 dl $058a9a .1a dl $058a9a .1b dl $058a9a .1c dl $058a9a .1D dl $058a9a .1E dl $0589CE .1F dl $0589CE

that's all the info I currently found on level mode, try to make sure you don't activate layer 2 collision on a level mode with layer 2 used as BG, it seem like it allow everting to be changed, except whatever or not the level is a layer 2 level
Last edited on 2008-07-06 06:04:39 AM by Bio.
http://www.youtube.com/watch?v=S5FBZAPl18E

(I don't feel like embedding)

However, it's not really complete yet.
As you can see, I can still use normal coins.
When I've implemented the jumping routine - where it would ignore the regular speed pattern and where you would land on the ground on the same position as you lifted off again- , there's no way I will use regular objects and/or sprites, since they would interact with Mario when he would actually lift off on another position, but touch the object while jumping.
If you ever played 3D games - who hasn't? -, then you will know what I'm talking about.
This is just a semi-3D effect.

Also, when the timer goes under 100, you teleport to another room. Why? Well, there's a very reasonable glitch that, when you die, you don't go off screen like you should. That's why I will only be using this in bonus rooms. This could be fixed with a custom sprite though, maybe I will... but not now.
Last edited on 2008-07-06 10:59:03 AM by Roy.
That is amazing, to say the least. Psuedo-3D in SMW = Win.
That's awesome Fuzzy, I hope you finish that.
Well, since I showed it on IRC, I might brag about it here as well.

LoadLev2b.ips

Patch it to a clean ROM and enter Yoshi's Island 1.

I'm not telling you what it does. You'll have to figure it out for yourself... which shouldn't be too hard.
As I said in the IRC, smalls, You're Awesome!

that's just hardcore!
Das ist hervorragende Arbeit, Smallhacker.

ErsanTranslation: Excellent job, Smallhacker.
Last edited on 2008-07-07 04:11:04 PM by Ersanio.
Originally posted by Smallhacker
Well, since I showed it on IRC, I might brag about it here as well.

LoadLev2b.ips

Patch it to a clean ROM and enter Yoshi's Island 1.

I'm not telling you what it does. You'll have to figure it out for yourself... which shouldn't be too hard.

Nice! [removed]

You weren't supposed to tell anyone else what it did. -Smallhacker

Sorry.
Last edited on 2008-07-07 04:23:06 PM by Ripperon-X.
WTF that's some weird shit Smalls. It inspires me (:>.
Last edited on 2009-02-19 01:10:31 PM by Roy.
That's awesome, Smallhacker! :D
But, how did you insert the code? Generator sprite?

EDIT- small issue?

Last edited on 2008-07-07 07:07:54 PM by lucas92.
I made some new blocks (that uses a RAM address I found recently):

http://www.youtube.com/watch?v=Hlk2gri09G0

Only downside: I needed to disable auto-walking after beating a level (though I don't really care at all).

Credit due: The the first two are the beat level instantly blocks by Smallhacker and the ones I made included his code with "incbin". (Though I had to change 60 (RTS) to 6B (RTL) in the hex file)

I'm not sure if I'm going to release this, but there is a good chance it would come with my hack's source code package. (Which will have some of the code)

ErsanEdit: Made a link of the video.
Last edited on 2008-08-02 12:22:27 PM by Ersanio.
1024, that's amazing! Hmm... Auto walking isn't a problem at all.
Those blocks you made are perfect for my hack! And that is some wacky stuff Smallhacker! You never seize to amaze me.
Originally posted by 1024
I made some new blocks (that uses a RAM address I found recently):

http://www.youtube.com/watch?v=Hlk2gri09G0

Only downside: I needed to disable auto-walking after beating a level (though I don't really care at all).

any chance youre gonna release them?

ErsanEdit: Made a link of the video in the quote.
Last edited on 2008-08-02 12:23:12 PM by Ersanio.
1024, you're an ASM master.

edit: Lol @ my old posts.
Last edited on 2010-06-13 12:27:30 PM by Roy.
Meh, here is something I am working on. It's a life bar that checks if Mario has a mushroom, if he does, it will decrease. The final use of this will be a secret, I just made it a mushroom just to show how it works. :P

http://www.youtube.com/watch?v=-JAvHOZ9CBA

ErsanEdit: Made a link of the video.
Last edited on 2008-08-02 12:23:52 PM by Ersanio.
Pages: « 1 2 3 4 5 6 ... 120 121 »
Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - ASM Projects show-off thread

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 27

Menu