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The ASM Requests Thread

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Still a thing I want:
Originally posted by Fostelif
Is there a patch that fixes the "ascending glitch"? Basically, if you jump on two enemies in the same place at the same time, the game checks for your collision with the second one after it's done calculating the bounce from the first one, and since you're ascending, it decides you got hit. This also happens with some custom bosses when they jump, like the Kirby one, so I want this to be fixed. (This only solves half the problem.)

Kinda in hibernation for a while. I hope to be back in full swing soon.
My fix for the giant masked koopa and a test sprite (made to take damage from other stuff) for my sprite HP bar utilize a "split hotbox", here is the "image" (ascii art):

Code
+-------+
|       | ;>Count as a stomp (8 pixels tall)
+-------+
|       | ;\Count as sprite damage player (any height)
|       | ;/
+-------+


Essentially, it does not check the player's y speed is downward, rather utilize a clipping routine + checking the player's y position if he's high enough. This eliminates the unfair assuming the player is touching the sprite is touching the bottom and sides.

However, do note that when sprite moves at high speed, they do adjust their xy position and "skips" pixels, this, its possible that if a sprite is rising very fast and the player is falling also very fast can cause the player to trigger the hurt plane section of the hitbox; skipping the hurt sprite hitbox.

SMW not only does this buggy "check Y speed" problem on stompable sprites, it also did that to platforms too, if both the sprites and mario are going upwards and the sprite is rising faster (meaning that the sprite catches up with the player), its assume the player is under it and will pass through platforms.
Give thanks to RPG hacker for working on Asar.
What if both you and the enemy are rising, such as a Thwimp?
Kinda in hibernation for a while. I hope to be back in full swing soon.
be careful not to press-hold jump right when the player bounce on the sprite, really hate how nintendo use Y speed to check if the player is hitting the sprite from above.
Give thanks to RPG hacker for working on Asar.
I'm asking if you or someone else can make a patch fixing that, because it could fix the issues of getting hurt when jumping on two enemies at one (regular or spin) and getting hurt when jumping on something going rapidly upwards (also regular or spin).
Kinda in hibernation for a while. I hope to be back in full swing soon.


I literally can not think of a sprite that the double-spinjump fix patch you linked doesn't work with.

As for sprites moving very quickly upwards, that's not an issue that has anything to do with where Mario hit the sprite (usually). After Mario bounces on a sprite, he sets a timer in the sprite to prevent hitting it again; it's usually in this time that the sprite catches up to Mario, and by the time they start interacting again, Mario is too far inside the sprite to land on it again. You can try setting $01A887 to different values to play around with how long that grace period lasts. Otherwise, there's nothing you can really change about it.
(or at the very least there's nothing most people are willing to code because it's annoying and not often useful)

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Me a long time ago
Name: HP Star Counter
Type: Patch
Links: N/A
Description: this patch, when applied, turns SMW's Well known[citation needed] bonus star counter into an HP meter. Max Hp and HP lost per hit can be customized in the .asm file. Does not need to modify the status bar, but should replace the star with "HP".

Also why am i still requesting this LOL
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Originally posted by Thomas
I literally can not think of a sprite that the double-spinjump fix patch you linked doesn't work with.

But does that work with normal jumping on two sprites at once?
Kinda in hibernation for a while. I hope to be back in full swing soon.
Fireballs come included with NamelessProtagonist's Fire Brother / Ice Brother sprites.
You have the option to insert the fireball without needing to insert the Fire Bro.
Originally posted by NathanWarford
You have the option to insert the fireball without needing to insert the Fire Bro.

I believe, you misunderstood his post: They never wanted a fireball sprite from the fire brothers, at least a regular one. Instead, what they wanted is a fireball which is identical to Mario's except it hurts him and not the enemies instead.
By which he also means the type of sprite: Mario's fireball (and as such the enemy fireball he request) are extended sprites whereas the fireballs from these enemies are regular sprites, something they don't want to have.
An edit of the crystal core boss, so it's like the Tatanga boss in SML
I'd like the updated SMB2 enemies by mikeyk to be converted by PIXI.
Sprite remoderators will take care of those already. Be patient.
MK2TDS
Hi, could someone update this patch to make it SA-1 compatible, please?
Originally posted by Knight of Time
Hi, could someone update this patch to make it SA-1 compatible, please?


Uh, that isn't compatible with GPS if you are currently using it. Use this instead (yes, it have sa-1 compatibility).
Give thanks to RPG hacker for working on Asar.
Request:
difficulty selector

Type:
patch

Description:

my english is kinda broken but ill try to describe..
ive seen something similar but what im thinking is if theres a way to make some sort of difficulty selector where the overworld loads a different level depending on the difficulty selected.

what i mean is like if i could select between something like:
Hard
Kaizo Light
Kaizo Hard

and for example the Hard level 1 would be like level 105, on the Kaizo light would be 106 and kaizo hard 107.. while keeping the same overworld
Request name: teleport block?

Type: Block

Description: and block that activates when a button is pressed teleporting form point a to b but without having to use secondary exits. I figured something like greenhammerbros vertical and horizontal wrap blocks except activated but up on the dpad and maybe having a puff or smoke or glitter/sparkles.

Thanks in advance!
The next sprite can be used by anyone.

Request name: Giant Venus Flyin' Trap
Type: Sprite
Short description: A bigger Venus Flyin' Trap that spits fireballs.
Resources: Venus Flyin' Trap sprite and Giant Venus Flyin' Trap GFX made by me
Long description: A Venus Flyin' Trap that got bigger and spits 16x16 fireballs. If the extra bit is clear, it's green and spits 1 fireball and if set, it's red and spits 2 fireballs.

I added "Use me, Ok?", just in case I need to use that GFX space, which isn't required. The 2 stems are at the top. The stems and the green venus head use palette D, the red head uses palette C and the 16x16 fireballs use palette A. Uses the regular SMW palette.
Request Name: Sprite Status Bar
Type: patch
Description: a sprite status bar that has bigger numbers, and keeps track of basic info, similar to erik557's sprite status bar.
Mockup:

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