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The ASM Requests Thread

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Originally posted by KKevinM
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).


Works amazing. Thanks!
I guess I can request this:
Request name: Shop Blocks for custom Powerups v3.3.0
Type: Block
Short description: With this, you can buy custom powerups for a required number of coins that vanish in one shot or remain there forever.
Resources: None available
Links: Template
Long description: With these blocks, not only you can add the regular power-ups, you can also add LX5's custom powerups in the shop blocks. You will need a few coins to pay and you can make the blocks vanish or stay there after payment.
Request: Invincible Whilst Ducking/Crouching
Type: ASM Patch
Description: When Mario ducks/crouches on the ground he is invincible until they release the button. If he tries to duck jump then it does not work.
Name: No killing Pipe-Dwelling enemies while inside of pipes.

Type: patch

Description: It’s too easy to kill enemies inside of pipe (Piranha Plant). If Mario cape spins or holds a shell or throw block next to the enemy inside the pipe, it will die. Also when Mario throws a fireball on the pipe while the enemy is inside, it will die. This patch will fix this. It will make a special growing and shrinking hitbox for pipe-dwelling enemies to present cape spins, fireballs, and shell holding attacks while inside of pipes. It will work on all directions, especially upside down ones which has the moving coin bug. If Mario throws a fireball in the at an enemy inside of a upside down pipe, a coin will show up moving back and forward, and it’s hard to get it out. Would it that be so annoying. This patch is also a bug fix.
Originally posted by zacmario on 2017-01-28
A patch that changes the way the goal point works.
Instead of bonus stars you get a score or one up. Like the modern flagpole. I think this would be a excellent gimmick for alot of hackers.


Here.

Alternative link, in case it gets rejected
for simplicity.



Originally posted by sinseiga on 2019-01-21
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.


Here you go!
Request name: Diasble Running
Type: UberASM code
Short description: The UberASM code that disable the button of running of Mario. I mean, the UberASM code that prevents Mario from running.


Originally posted by Roberto zampari
Request name: Diasble Running
Type: UberASM code
Short description: The UberASM code that disable the button of running of Mario. I mean, the UberASM code that prevents Mario from running.

By "running", do you mean the higher sprinting speed Mario gets from running on the ground for a while? Or just running in general?

If it's the former:
Code
org $00D972
	db $00

If the latter:
Code
org $00D717
	db $80


Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Originally posted by Roberto zampari
Request name: Diasble Running
Type: UberASM code
Short description: The UberASM code that disable the button of running of Mario. I mean, the UberASM code that prevents Mario from running.

By "running", do you mean the higher sprinting speed Mario gets from running on the ground for a while? Or just running in general?

If it's the former:
Code
org $00D972
	db $00

If the latter:
Code
org $00D717
	db $80

Running in general, and i need an UberASM code, not patch.
Originally posted by Roberto zampari
Running in general, and i need an UberASM code, not patch.


This?

Just set x-speed low value and player won't be able to run.

Request Name: Level complete upon death
Request Type: UberASM
Short description: When Mario dies, instead of getting sent back to the overworld without anything happening, the level is completed
"Glauben Sie nicht alles, was Sie im Internet lesen." - Karl Marx
Originally posted by FailSandwich
Request Name: Level complete upon death
Request Type: UberASM
Short description: When Mario dies, instead of getting sent back to the overworld without anything happening, the level is completed


Here.

Originally posted by RussianMan


Thanks!
"Glauben Sie nicht alles, was Sie im Internet lesen." - Karl Marx
Request name: Hopping Bouncy Enemy

Type: Sprite

Short description: An unused enemy from SMB3 that wanders around and occasionally jumps, the player will be bounced upward upon contact from any side except the bottom.

Resources: None, original doesn't have graphics. Could have it mapped to use the Goomba graphics

Links:

Long description: It walks around like normal, but will randomly stop for a bit before jumping anywhere between two tiles high or five tiles high. Sometimes when it stops, it won't jump at all but will just continue walking. It will also change direction at random similar to an NPC sprite. Running into it or jumping on it will send the player upward by at least two tiles, the only way it can harm you is if you touch the bottom of the sprite and the only way the player can defeat it is by using shells, fire, cape or a star.
Don't eat the sandwich
Request name: Layer 2 On/Off switch for vertical levels
Type: UberASM
Long description: A custom command for vertical levels to make layer 2 move left on the On setting, and right on the Off setting. I've always wondered if this has been done before, though.
Request name: Swimmable only for sprites
Type: Block
Short description: A swimmable (water) block that works for sprites (which they can swim) , but not for Mario (player).

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.
"Glauben Sie nicht alles, was Sie im Internet lesen." - Karl Marx
i'd like to request a few additions to erik's specter knight patch

first of all, making the time unlimited. i asked erik for this fix, he said this:

Originally posted by Erikie
try removing DEC !RAM_TimeInWall|!addr ;/


i figured it might as well just be included in my request rather than me do it, though.

the main meat of this is i want this to work this way: when you jump at a wall and press towards it, you stick to it. rather than autoclimbing, you can only climb if you press upwards. likewise, if you press down you will climb downwards. you can hold away from the wall, but you wont fall off (from testing, i found out that if you do this on a right-facing wall you will stick on, but you'll fall off a left-facing wall). if you press down + jump you'll just drop off the wall downwards instead of climbing.

all additions should be sa-1 compatible. thanks!
Originally posted by Meirdent
@Kurukururin
All that takes is quick and simple hex edit. No need to make a dedicated patch for it.

Code
org $00A09C
db $B0

$B0 is the default value, change it to whatever you like.



Where and how do we change this value? I've searched in HxD and can't find that address ($00A09C) I would love to also limit this to 3-5 seconds. A patch for "total nubes" would be AWESOME
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