So, I’m currently using the Press R to switch
Mario and Luigi UberASM. I was thinking it would be pretty cool to disable the “R” button until a specific level or collectible is found, making Luigi an unlockable! What do you think would be the best way to implement this?
Originally posted by Kevin
You can add a check in the UberASM for the specific condition you want, probably at the start of main it's fine. For example, to check for a specific level beaten you can add this:
Code
LDX.b #$LevelNumber
LDA $1EA2|!addr,x
BMI +
RTL
+
where $LevelNumber uses the $13BF format (i.e., for levels 000-024 you just use $00-$24, for 101-13C you use $25-$60).
Awesome! Thank you Kevin. I’ll give this a try later on today!
It has been a dream of mine to make my own Mario game ever since I was a dumb little 90s kid. Over the last year, I've made tremendous progress in making that dream a reality. I currently have 8 levels finished (with 14 exits), added various systems, and have learned SO much. It's been a blast! I'm proud of my work and I'm excited to share the final product when it's ready.
The problem is that I have debilitating perfectionism that can make level design a slog to get through. I'll often play with various ideas, but if something doesn't feel perfect/unique I'll lose the confidence to make it work. I'll waste hours and hours only to leave with nothing, feeling like I'm wasting my time (even though I love this project). How many of you have this problem? What are some ways you work through it?
I'm not necessarily looking for answers, more just curious how other hack creators deal with this.
Hey there!
I wanted to make a request for a parachuting spiny (similar to how it functions in MM2). I’m pretty surprised no one’s made this already since I think it would be so beneficial to the community. I hope someone can make this happen!
Thank you!!
Originally posted by RussianMan
I assume how it works in SMM2 is similar/identical to vanilla Para-Goomba and Para-Bomb, in which case I can take this request.
Yup! That’s exactly what I’m looking for. Thank you!
Wow, that was fast! Thanks RussianMan, you’ve made most of the sprites that I’m using in my hack lol
Hey there,
I'm looking for a block that I can use to change Mario's pose to a specific one while he's touching it (every frame, pose 34 to be exact). Does anyone have such a block they'd share with me?
It is my pleasure to officially announce:
Ryckert's Island is a SMW Rom Hack dedicated to Dan Ryckert
You may know him from Giant Bomb, Twitch, the Fire Escape Podcast, Panning the Stream, WWE, and Game Informer. Dan is a Mario Super Fan (here's some video evidence of that) and one of best content creators out there. He has provided me with years of entertainment, and I wanted to try to return the favor by creating a fully featured traditional game in his honor. It has always been my dream to make a Mario game, and over the last year I have made significant progress in making that dream a reality. There's a lot more work to be done, but if everything goes as planned, I should have the game ready by March 2023!! I can't wait to share more, but in the meantime, here's the title screen and some screenshots of what I'm working on:
Title
World Map
Pastry Plains
Cookie Cliffs
Batter Caverns
Mt. Sherbet
Yellow Switch Palace
Icy Icee Cove
Slushie Shores
Frosted Glaze Maze
Key Lime Pines
Fire Bar Bananza
Italian Ice Skating
I think this song is an absolute banger and would love to use it in my hack. I'm curious to see how an unsampled version would turn out, but I'm open to whatever sounds best. Here's a download for a MIDI file.
So, I'm working on the credits for my hack and I really want to use this song, but I want it to start at a specific part of the song. I've messed with it a little bit and been reading guides, but I think I'm just not at the level to understand how to do this yet. I want the music to start after the trumpet/horns section when it switches to Mario sleeping (1:03 on the video)
I'd really appreciate help with this. I'm so close to finishing the hack! I'll be eternally grateful!
Thank you so much for the fast reply and effort! This works perfectly!
I’m really curious if hiding a single NES style punch out fight in SMW would be feasible? Would it just be more a matter of the time taken or do you think there would be pretty insane obstacles to overcome for it to work?
Secondarily, have you ever wanted to add a hidden mini game like this to a hack? What the most surprising mini game you’ve seen in a SMW hack?
(restricted)
Hi there!
I was wondering if someone could help me make a block? It seems pretty straight forward, but my knowledge/time/confidence is very constrained right now (also seeing the block code will help me understand how to make things like this in the future haha). You'd be helping me out a lot and I think other people would like this too. Here's what I'd like:
1. Block only activated/solid when specific Switch Palace activated (let's say Yellow Switch, but I don't care which one)
2. Block functions just like Yellow or Green Switch Block (spawns powerup when hit)
2. If you have 3 lives or less it, ALWAYS spawns Mushroom (Sprite 74)
3. If you have 4 to 7 lives it, ALWAYS spawns Fire Flower (Sprite 75)
5. If you have 8 lives or more, it ALWAYS spawns Feather (Sprite 77)
I would also like a second block that replaces step 5 with:
5: If you have 8 lives or more, it spawns Yoshi/1up (just like Object 36 or Map16 126)
Thank you for taking the time to consider this!
Hey there! I'm trying to make a level that uses both the Flashlight Effect Uberasm with Magikoopa Sprites (specifically wanting to use the Magikoopa Boss sprite).
I'm currently using the Flashlight to affect Layer 2 (but I've also tried layer 3). Below are the results before and after adding any Magikoopa sprite:
I tried to use this code I found while searching to remove vanilla Magikoopa transparency, without success in fixing the flashlight issue.
Code
org $01BE84
db $A0
org $01C01A
db $A0
Any recommendations?
Originally posted by MarioFanGamer
There is another instance where the Magikoopa changes colour maths: $01BE01.
Thank you. That fixed the issue when using vanilla magikoopa.
I applied the following code:
Code
org $01BE84
db $A0
org $01C01A
db $A0
org $01BE01
db $A0
How would Igo about making that apply to the Magikoopa boss sprite though?
Originally posted by Thomas
Similar thing, you would just disable color math for the sprite. In particular, look for the "STY $40" lines and remove those.
Thank you, Thomas. This worked perfectly.
Hey there!
Is it possible using the bowser fight disassembly to activate a teleport of the final hit on Bowser (or somewhere around that time)? Meaning, I want Mario to teleport to a new level before defeated bowser drops Peach, fireworks, & credits teleport happen. My thought is to use the original bowser fight as a phase leading into a different fight.
Maybe you disabled level specific palettes on edit? If the problem started recently, try using the ‘restore’ feature to put the rom back into a previous state.
Originally posted by ElectricMario
How do I restore the palettes?
restore your rom to a previous state by going:
File > Restore > Restore ROM to previous state. I think you can only restore up to the last 100 rom saves, so make sure you backup your work often.