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EPIC BOSS,LADIDA!!
Some questions about your boss:

1)How Mario beat that boss?
2)What think about Crazy Hand?In extra bit?
3)What size of that boss?It's dynamic?
4)Release this in C3?
Wow, i really would like to do it like that too!!! But i ask a question:
Is the code complicated? How long did you spent for this sprite?
I worked really hard on my Salamando Boss and here's the result of the work. I finished the GFX Routine ( thx to mzuenni :D ). I also added a "hurt frame" but I am not sure if this hurt frame fits that well. I made the states being random.

Here is a Video :3

Comments ?
Last edited on 2012-03-05 08:11:44 AM by MetalJo.
If you're a little worried about the prospect of defeating the boss too fast, lest there was another reason during the demonstration you had a couple of those throw blocks break, then you could change the frequency of how often the throw blocks show up, like maybe only when those lightning bolts drop.

But yeah, this is great! This is real great! Methinks a few users are gonna have their eyes on this one! I know I do.
http://www.youtube.com/watch?v=tNSaMX4cuHQ

This is a custom boss I did. It's probably a giant Ball 'n' Chain. I have used SA-1 to rotate the graphics that are updated dynamically. How is the first boss I did, I do not know if it was good.
Hey, this is nice :3
Needs more attacks...
Is this dynamic ?
MetalJo: It looks great so far (also challenging)
Vitor Vilela: holy carp. that looks incredible.

Originally posted by Roberto zampari
1)How Mario beat that boss?



You jump up to him and press Y or X. The percentage then goes down.

Originally posted by Roberto zampari
2)What think about Crazy Hand?In extra bit?

That's what I was planning, but I'm too lazy to do it :P

Originally posted by Roberto zampari
3)What size of that boss?It's dynamic?

The most it uses is 6 16x16 tiles. It is not dynamic (it does take up the majority of SP3 and SP4 though)

Originally posted by Dinomar
Is the code complicated? How long did you spent for this sprite?

The code is long, but not really complicated. Most of the moves took me a day total.

More eye candy:




Top shows a bit of the Drill move. Bottom shows lasers (or, at least, the plan for them. It doesn't do anything yet :< )
Originally posted by MetalJo
Hey, this is nice :3
Needs more attacks...
Is this dynamic ?

He said he updated the GFX into the ROM data (Some kind of dynamic, though) and he used SA-1 chip to rotate it.

Anyway, it's truly amazing! When I'll learn more ASM (What doesn't seems to be as complicated as I though) I wanna try doing that SA-1 support.
@Ladida: Ohmygod! I can't believe I totally ignored this video! This is super, Ladida! Finally, a custom Master Hand boss!
Originally posted by Vitor Vilela
http://www.youtube.com/watch?v=tNSaMX4cuHQ

This is a custom boss I did. It's probably a giant Ball 'n' Chain. I have used SA-1 to rotate the graphics that are updated dynamically. How is the first boss I did, I do not know if it was good.

Oh wow. SA-1 support? You've been working on it for 6 months? Amazing.

However, it'd be even more amazing if it works in bsnes accuracy's latest version. Does it work there?

Maybe I should spend 6 months on trying to activate SuperFX in SMW in a 'legit' way. But hey, laziness! It isn't that difficult, too.
@Ladida
The boss was really cool, it's basically perfect.

@MetalJo
It would not be fully dynamic, the SA-1 chip picks up some frames and rotates, like the Super FX (except it is slower).

@Ersanio
Yes, 6 months, although only five months after that I started to understand everything lol.

About BSNES, it should work, although I have not tested the latest version, but in 0.70.

I'll see if I can release the code if anyone is interested, because I still have no good use for it (I have no hack in progress).
http://www.youtube.com/watch?v=JL1Bm5pBZ-U

Not much, but it's something. Save prompt at will on the overworld.
Last edited on 2012-03-09 07:40:46 PM by Adam.
I've recently started learning ASM, and I'm at the point where I can code some fairly simple blocks. This is the first thing I've coded that could be useful to my fellow SMW hacker.

Midway Block -- With a TWIST!
This block will set the midway point flag, but if Mario hits it with over 50 coins, it'll set the midway point AND teleport him via screen exit. Originally, this was going to be a 50-coin teleporter that teleported you to a level specified in the ASM, regardless of what screen it was on. The "teleport to specific level" code didn't work, so I was given the "teleport via screen exit" code in the IRC. I used that, and, realizing how much the whole concept reminded me of Sonic 2's Star Posts, decided to also make the block trigger the midway point. I may actually release this.
Last edited on 2012-03-10 06:06:19 AM by Gamma V.
@ Adam : Nice, I think this would be useful in some hacks :D

@ Gamma V : Nice block ^^ Easy but nice :3
Just a quick demo of some character-replacement concepts I've been working on.

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

I wasn't sure whether to put this on the graphics showoff thread or the ASM showoff thread, since it's really a combination of both. The player character uses prerendered 3D graphics a la Donkey Kong Country, with some post-processing and a bit of manual pixel editing to make it look more like a hand-drawn sprite. Why? Because I can't draw. =/
@arotenbe - The only way I could tell that is still SMW is the fact that you used sound #$01 of $1DF9, otherwise I was completely fooled. This is the first time in some time that something has caught me completely off-guard in terms of changing the game to such an extent.

Out of curiosity, how did you manage to code in the ability to 'hang' on ledges like that? Was it clever usage of custom blocks or..?
Originally posted by Sonikku
@arotenbe - The only way I could tell that is still SMW is the fact that you used sound #$01 of $1DF9, otherwise I was completely fooled.
Glad you liked it. I was actually considering putting in some coins or a Goomba or something so I didn't have to distribute a patch to prove that it's real. :D

Basically, there's two parts: LevelASM as the controller, and a custom dynamic sprite as the view. Each climbable ledge is a custom block which, when touched from the side while moving down, plays a sound, sets a flag, and stores the location of the block. That's about it. Everything else is done with LevelASM. All of the animation frames are handled by the custom sprite (think the co-op Luigi sprites). LevelASM is constantly pinning $78 so that you never see Mario underneath.
Last edited on 2012-03-13 10:16:25 PM by arotenbe.
And now actually make a hack with that.
We always get these awesome tech demos but then nothing ever happens with them D:
Thats because most ASMers are lazy. :v
Originally posted by wiiqwertyuiop
Thats because most ASMers are lazy. :v


No, it's because most ASMers are ASMers.
Too confusing? Then let me express it like this: Many people who are good at ASM are bad at game design or anything related to it. Applies to me, anyways.
Last edited on 2012-03-14 03:29:59 PM by RPG Hacker.
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