I've just finished making this and since C3 is still open, why not throw it in there? Don't expect anything fancy though
So, a while ago I was trying to make a custom Reznor boss fight for a level and I realized how annoying it was to edit the disassembly and make it work, so I decided to make a more user friendly version.
This is the new update, which fixes bugs of the previous version and adds some improvements (like SA-1 support).
I hope that people will find it useful to make custom Reznor bosses!
EDIT: added mode 7 support
Here's some cool/horrible stuff that you can do with it:
Surely this seems really good, like all your other asm releases. This will serve to spice a little bit those semi-vanilla hacks for sure. Keep it up!
Originally posted by Sariel
This looks actually pretty cool. Especially the last reznor boss could be perfectly used for kaizo hacks. Editing the original reznors is indeed annoying, so i'm glad, that you made a respective custom sprite.
PS: I don't think you suck on presentations. Your gifs show exactly, what has to be shown. Several new options of creating a challenging reznor fight!
Originally posted by Katerpie
Finally a Reznor sprite that can be easily customizable however we want and without that old and boring pattern. Good work!
Originally posted by Giftshaven
This is cool to me because it's the Renzor we all know of, but with a twist that makes it much different to what were used too. I like it!
Originally posted by Koopster
I saw this sprite in the removal logs forum and I was instantly in love. In a world with barely any good bosses to use, this is a blessing to everyone's fortress levels. Also to people who want to make Touhou apparently
Originally posted by zacmario
It seemed like a good presentation to me, besides the pictures do all the talking anyway. That is super awesome.
Thank you very much!
Originally posted by MarioFanGamer
I have noticed that you're almost always lurking but I also have noticed that you're skilled with ASM.
Either way, more bosses are appreciated even if they're just "tweaks" from the original game.
Yeah I usually prefer to remain in the shadows when I get into a new community, maybe in the future I'll get more involved.
Thank you as well!
I removed the mode 7 code, since I felt like it wouldn't be really used, but I could bring it back and make a flag to let the user choose if to have it or not. Other than that, if you want to edit the mode 7 stuff you'd have to do it yourself.
Edit: I'll do that tomorrow, since I have some other minor tweaks to do
Edit: took a bit longer than expected, but now it's compatible with mode 7!
Which values need changing in the code? I seem to edit the fireballs movement very slightly with the edits I have made but they don't fire directly upwards.
this will make Mario shoot at 90° upwards (sets X speed to 0 if holding up), but the fireballs act weirdly (especially if there's semisolid ground above where you shoot) so I don't know how useful it could be.
Request name: Pipes act as checkpoints
Type: Patch (or UberASM?)
Description: Pipes act as checkpoints. If Mario enters a pipe and ends up in a sublevel, then dies in that sublevel, he restarts from the pipe once he reenters the level.
The retry patch includes this feature in the multiple midways table (set to $02 or $03 for the sublevels that give a CP when entering them from a pipe/door). If you don't want the retry prompt it also has the option to turn it off and only have the multiple midway feature.
Hi! I would like to request an arrow lift (like the one included in the sprite tool), but instead of the player controlling it, it just moves up at a constant rate when the player jumps on it and stays moving even if the player jumps off.
The closest thing I could find was platform #4 in Mandew's platform megapack, which is an upwards falling platform that is 2 tiles wide. My main issues with this are that it falls down a bit and then slingshots back up, it's too fast (I don't know how to change the speed), and I would like to use the arrow lift graphic.
If anyone could help me out, it would be greatly appreciated!
You can use this. By default it changes directions everytime Mario jumps on it, but you can set it up to never change directions and to never disappear (it's all explained in the asm file).
Request name: Ice Water
Short description: Water that hurts Mario after he spends too much time in it.
Kind of similar to the Ice Water from 3D mario games like Galaxy. I tried making it with Blockreator but the timer doesn't reset when Mario exits the ice water. I suck at asm coding so any help here would be really really appreciated!
I made that a while ago, it's here (just set the block to act as a water tile).
Processing binary file 'ToxicUberASM.asm':
warning: (W1001): Relative patch file path passed to asar_patch_ex() - please use absolute paths only to prevent undefined behavior!
ToxicUberASM.asm:1: error: (E5016): File '/../other/macro_library.asm' wasn't found. [incsrc "/../other/macro_library.asm"]
Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at UberASMTool.Program.compileFile(String data, String baseFolder, String originalFile, String originFolder, Boolean library, Int32& startPc, Int32& endPc) in E:\GitHub\UberASMTool\UberASMTool\Program.cs:line 597
at UberASMTool.Program.buildASM(String asmPath, Int32 maxItems, Int32 mode, String initTable, String mainTable, String nmiTable, String loadTable) in E:\GitHub\UberASMTool\UberASMTool\Program.cs:line 171
at UberASMTool.Program.Main(String args) in E:\GitHub\UberASMTool\UberASMTool\Program.cs:line 1556
I can't really decode this lol although I did check and I have macro_library.asm in the other folder so not sure what the first few lines are about