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Posts by KatMakes

KatMakes's Profile → Posts

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Hello,

I'd like to request a short sound effect, which is played when someone inserts a coin into a Street Fighter arcade cabinet. Due to it being a sound and not music, I wasn't able to locate any note data.

Sampled? I'm not sure, as I don't recognize what makes this sound. Unfortunately I'm relying on someone to port this sound effect by ear.

Readable note data: None available

Audio reference: https://www.myinstants.com/instant/coin-street-fighter/

I apologize it's a somewhat vague, "please listen to this and make it with your porting magic" kind of request, but for this one I just don't have a lot to go on.

Thanks
Kat
Thank you so much, this is perfect and fits my needs well. I wanted to use it as a Nintendo Presents jingle and it works great for that.

Thank you brickblock for your efforts <3
Type
UberASM

Description
UberASM that allows the player to use L or R to spawn a sprite in a carried state into Mario's hands. The spawned sprite will depend on which button was pressed, as I should be able to set each button to spawn a different sprite than the other. The spawned sprite can be either vanilla or a custom PIXI sprite, and I'd like for there to be an option to prevent spawning if the player is already carrying a sprite.

References
Here is the original code I have found that does some of this functionality. What it doesn't do:
- Doesn't allow you to spawn different sprites per L/R trigger. Both L & R spawn the same sprite
- Doesn't allow you to spawn custom PIXI sprites
- No option to prevent spawning if the player is carrying a sprite already

Code
;;; which item to spawn
!spriteNum      =   $05
; 04 = green shell, 05 = red shell, 06 = blue shell, 07 = yellow shell
; 0F = goomba, 11 = buzzy beetle shell
; 2F = spring, 3E = p-switch, 53 = throwblock, 80 = key

;;; if spawning a p-switch, this is the color switch to spawn
!pswitchColor   =   $00
; 00 = blue, 01 = silver

;;; settings for which buttons will spawn the item (default: L or R)
; which input address to use (either $16 or $18 is recommended; see SMWC's RAM map)
!inputAddress   =   $18
; which buttons to use to spawn the item (see above address)
!inputValue     =   %00110000

;===================================================================================
main:

    LDA !inputAddress
    AND #!inputValue
    BEQ .return
    LDX #!sprite_slots-1
  - LDA !14C8,x
    BEQ .found
    DEX
    BPL -

  .return:
    RTL
    
  .found:

    LDA #!spriteNum : STA !9E,x
    LDA #$0B        : STA !14C8,x
    JSL $07F7D2|!bank
    
    if !spriteNum == $3E
        ; set p-switch color
        LDA #!pswitchColor
        STA !C2,x
    endif
    
    LDA $76 : EOR #$01 : TAY
    LDA $94 : CLC : ADC .xOffsL,y : STA !E4,x
    LDA $95 :       ADC .xOffsH,y : STA !14E0,x
    
    LDA #$0D
    LDY $73
    BNE +
    LDY $19
    BNE ++
  + LDA #$0F
 ++ CLC     : ADC $96  : STA !D8,x
    LDA $97 : ADC #$00 : STA !14D4,x

    RTL
    
  .xOffsL: db $0B,$F5
  .xOffsH: db $00,$FF
Hello,

I'd like an UberASM conversion of this asar patch, if at all possible. It doesn't have to be the whole thing or give options, I just want to disable consecutive scoring for a single level. In this scenario, when the player lands on 3 koopas without touching the ground, each one would yield 200 points (or none at all is fine too).

Patch: https://www.smwcentral.net/?p=section&a=details&id=23059

If this isn't possible for *reasons* let me know and I can close it out.
I'd like a block that when collected, grants the player the Fire Flower power up, with the stipulation that they can only use it one time per object collected. So if they grab two, they have two shots.

If they are already big Mario, collecting this object will assign them the Fire Flower power up (no animation, play power up sound effect) and increment their shot allotment by 1.

Once their allotment of fireballs has been expended, they are assigned a mushroom powerup status (no animation).

In regard to how the object reacts to the player touching it, it should use the same sparkles from a coin and erase itself.
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