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The ASM Requests Thread

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Thanks RussianMan, I appreciate your work, And have a happy new year!!!
Name: Up and down Cloud Drop + death animation

Type: Sprite

GFX:

Description: Exactly like smkdan‘s Cloud Drop, except they fly up and down when the extra bit is set. Plus, some new falling death animations.
Request name: Mega Man sliding.
Type: Patch.
Short description: A movement maneuver taken straight out of the Classic Mega Man games.
Resources: GFX.
Long description: This patch adds the ability to slide. By either pressing a button (like L or A), or a button combination (like Down + B), you'll perform a slide, which propels you 4/5 blocks forward on the ground. The hitbox when sliding is 16x16, just like when ducking, allowing you to go under 1 block tall passages (if you're big, that is). You can cancel out of a slide by jumping. If you're in a 1 block tall passage, you'll continue sliding until you're able to safely stand up (again, only if you're big).

I fear that I may have made this request either too complicated, or too confusing.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Never got the opportunity to request this during C3, so

DKC/Castlevania-styled death patch
• Like those two games mentioned, dying from most things causes the player to fly backwards and have some death animation where they land.
• Gfx could be just the regular death animation, but having an option for new gfx on both the flyback and the landing would be ideal.
• Death from things like lava, falling, or crushing could be exempt from this new routine, or they could even have their own special routine.

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Also a separate request:
Anti-Midway Block
• Touching this block invisibly clears the midway flag.


Other Submissions of mine!
Name: Status Bar Pause Menu
Type: Patch
Description: A patch that shows the status bars elements when you press pause. Using sprites or another method that would allow the continued use of full layer 3 backgrounds would be ideal.
GFX: Using the vanilla GFX files.
Options: Being able to move the counters around in the .asm file. Custom pause text. Ability to hide the status bar when not paused. Darken screen like this patch.

Examples:
The issue with a dark pause is that the SNES screen brightness register affects all layers and can't be controlled on individual ones like as you wish.
An advanced menu is possible, though.


Well, one solution there could be to programatically fade the colors the same way the goal walk does, and then just restore the original colors upon unpausing.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Request: Vertical Fireball Shooting
Type: Patch
Description: Lets you shoot fireballs upwards if you hold up when you press the button to fire a fireball. If it could be compatible with the Straight Fireball Patch that would be a plus.

One currently exists but its fairly old (xkas) and breaks easily.
Upward Arc Fireball (which fits your discription) got an update so at least the old argument doesn't apply.
Originally posted by 1UPdudes
Fireball thing

Originally posted by MarioFanGamer


To add onto the discussion, Upward Arc's normal angle can be changed to 00/FF and it'll work exactly like 1updudes needs it to.


Other Submissions of mine!
Originally posted by Deeke
Originally posted by 1UPdudes
Fireball thing

Originally posted by MarioFanGamer


To add onto the discussion, Upward Arc's normal angle can be changed to 00/FF and it'll work exactly like 1updudes needs it to.


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.
Originally posted by 1UPdudes
they don't fire directly upwards.


Well shoot, I don't think there is a value that makes it shoot 90° away from the ground. Even if there was, it would go ludicrously fast as the x-speed remains the same, so it travels upward much faster than it moves left or right.


Other Submissions of mine!
Originally posted by 1UPdudes

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: Moonwalking
Type: UberASM
Short description: The player will face the opposite direction they're walking in
Some kind of expansions on the 32x32 platform Sprite. It's in the castles and looks like the castles graphics. It be nice if there was a taller version like 64x32 ? Maybe slightly taller, it can go from left or right or up and down. It thought it would be useful for castles and crushing player in tight spots. It also gives an extra layer to work. It would be nice if there was option to hide it behind layer 1
Since we've got 4 possible exits and event triggers in a level (I just tested and every exit does indeed trigger a single event independently), can we perhaps have other ways of activating Secret Exit #2 and #3?

I'm thinking that instead of just goal tapes, we could have different coloured goal spheres, keys, key holes, specially for those additional exits.

Also, I hope there's an easy way to tweak sprites to trigger the two additional exits.



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Request Name: Fleeing Goal Sphere
Type: PIXI Sprite
GFX: Doesn't need
Description: Goal Sphere version of Roy's Fleeing/Attacking Moon.
It would be nice in chase levels! For more options like attacking on off / fleeing distance / flying on off would be very nice.
Request: Modified Throw Block
Type: Block
GFX: Not necessary
Description: A modified blue throw block that can only "hit" (or in this case, start turning and interact with) standard turning yellow blocks with nothing in them? I'm thinking about designing a level with this in mind, but if it goes well, I might add the gimmick to the entire hack.

Note, I still want the blue block to shatter when touching other blocks (question blocks, non-turning turn blocks etc), but I don't want the other blocks to register a hit.
                                                                                                                  
                              
Request name: Lakitu SFX
Type: Patch
Description: Makes this sound: !Sound = $26 in !SoundBank = $1DF9 every time a Lakitu/Pipe Dwelling Lakitu throws out a Spiny Egg.
Originally posted by DDC ecil
Request name: Lakitu SFX
Type: Patch
Description: Makes this sound: !Sound = $26 in !SoundBank = $1DF9 every time a Lakitu/Pipe Dwelling Lakitu throws out a Spiny Egg.

There you go: link (I put defines for the sfx and sfx port, the default values are those you asked for).
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