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The ASM Requests Thread

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Request Name: Dolphin jumping diagonally
Type: Sprite
Tool: PIXI
Description: A Dolphin jumping diagonally
Originally posted by AbuseFreakHacker
Request Name: Dolphin jumping diagonally
Type: Sprite
Tool: PIXI
Description: A Dolphin jumping diagonally


I actually second this request. More variance in dolphins would be really cool! Neat idea. A piggybacking idea would be a dolphin that jumps (swims?) horizontally from left to right until it hits water. Kind of like a pong ball.
Name: Slow 2 Horizontal Layer 2 (BG) Scrolling Rate
Type: Patch
Tool: Asar
Description: An example for a complete background like this one:

And by submiting it, we must add "patch needed".
- Current game playing: Final Fantasy VII Rebirth (PS5)
- Last game completed: The Legend of Zelda: Twilight Princess (GC)

Currently working on The Mario's Greatest Adventure, Mario & Stitch: Part I and Super Mario World Re: Master Quest 1. My next projects will be Mario & Stitch: Part II, Mario & Stitch: Part III (MSU-1 only)
List Graphics. OLDC 2021.Online BG Ripper.
Request name: Custom Boss Block
Type: Block / LevelASM
Long description: A custom block that acts similar to a boss, with hitpoints to be configured (If necesarry, use LevelASM coding, as well, adding some things like how POW and ON/OFF flags to be triggered), and the event would trigger (normal and secret exits and teleport). In some 16-bit games (particularly SNES games), there are bosses that require Layer 2. Ultimate N00b boss, despite being useful, it couldn't have enough space for large bosses, because of sprite limitations and hitboxes.
Request Name: Losing coins when Mario is hurt.
Type: Patch
Tool: Asar
Description: Player loses coins (30 for example) every time he is hurt by an enemy.
Originally posted by The Hacking Yoshi
Request Name: Losing coins when Mario is hurt.
Type: Patch
Tool: Asar
Description: Player loses coins (30 for example) every time he is hurt by an enemy.



https://www.smwcentral.net/?p=section&a=details&id=19540
thats pretty close
Name: sideways homing thwomp
type: sprite
tool: pixi
description: Similar to yoshicookiezues's homing thwomp, except it would have collision with objects, as well as not be able to go down, thus only moving sideways. This would be great for use as a platform.
Super Mario Maker 2: Rotten Mushroom
Type: sprite
Grapic: Here

A sprite that is somewhat similar to the poison mushroom, however actively chases the player and jumps up when colliding with walls similar to chargin' chucks.

Interestingly, looking at youtube videos, the mushroom approaches the player slower when closer. Maybe that can be the option set in define. My suggestions for newer behavors are:

-Making it also jump at random intervals, or constantly when the player is above it when close proximity on the X-axis (any height above while X-Position difference is +/- #$0040 units (4 blocks) away). Also include the setting to adjust the Y speed when it jumps to alter its jump height.

--Of course, you can have it similar to TAC enemy from kirby super star (ultra), in which if they repeatedly jump in succession (they do this when trying to “scale” up a wall), the height increases (this counter resets if the sprite stops jumping after a while).

-Have define for the user to prevent this sprite from disappearing if the player touches it, and/or make it instantly kill the player on contact. Useful for kaizo hacks.
Give thanks to RPG hacker for working on Asar.
Request Name: NPC with VWF to insert in SA-1 rom with PIXI (or GIEPY?)
Type: Sprite
Tool: PIXI
graphics found:
Description:

A customizable NPC-sprite with VWF enabled dialogues to insert in an SA-1 rom with PIXI (or is GIEPY becoming the new standard?).

1. The sprite that i have found is working only with romi's spritetool and crashes the rom when running through trashkas. (--> VWF NPC v3.1 and VWF Info Box DX)

2. Another version of NPC is working but only shows the "welcome" message and "rescued yoshi" message ( i assume it is not vwf compatible?). (--> NPCs v3.1)

So I think merge somehow the two versions and make it up to date would be great!
Request Name: Retry sytem (and multiple midway points) patch with VWF compatibility
Type: patch
Tool: Asar
Description:

Retry sytem (and multiple midway points) patch with VWF compatibility
Request name: Skipsqueak

Type: Sprite (PIXI)

GFX:

Description: A stationary rodent enemy from Super Mario 3D World. In Super Mario Maker 2, the enemy will stay on the ground without walking, and if the player jumps or spin jumps, the enemy jumps back. While Skipsqueak is on conveyer blocks, he will still be remain stationary without getting moved (running to the conveyer blocks). You can get a Spiny Skipsqueak if the extra bit is set.
Originally posted by CalHal
Request name: Skipsqueak

Type: Sprite (PIXI)

GFX:

Description: A stationary rodent enemy from Super Mario 3D World. In Super Mario Maker 2, the enemy will stay on the ground without walking, and if the player jumps or spin jumps, the enemy jumps back. While Skipsqueak is on conveyer blocks, he will still be remain stationary without getting moved (running to the conveyer blocks). You can get a Spiny Skipsqueak if the extra bit is set.


Take into account that it would help to the coder a lot if you generate the .bin file and post it here, instead of image format. It's only a recommendation, but I mean, just posting the image and expect the coder to do the dirty job when it's something you can pretty much do by yourself without problems it comes off a bit lazy to me. You don't even specify which version of the sprite you want.

Not that you are the only that does it though. I think it's something that could even be added to the rules, in fact. It would also make the coders more proclive to take requests.
Request Name: Variable Width Font Cutscene Plus
Type: Tool/Sprite/UberASM
Tool: Pixi
Graphics: Secret of Evermore font
Description: Like Variable Width Font Cutscene Tool.
But this is compatible with UberASM (Pixi if this is a sprite), AddMusicK and SA-1.
It also sets the characters size is 16 × 16, 256 characters. not 12 × 16. which allows you to use multiple fonts in one cutscene.
The script is almost the same, but there are some things that have been added.
[music=*]
Change the background music as before (* is the music number) but this also works with AMK.
[sprite text=*](T,P,W)...[/sprite]
Display text as a sprite. Unlike normal text, this can represent 15 colors in one character.
T = Tile number
P = Property (YXPPCCCT)
W = Width
[font=*]
Change font
Well, here's my request.

Request name: delete selection of players
Type: patch
Brief description: eliminates the selection of playing with 1 or 2 players
Resources: not needed
Long description: this patch will remove the selection of playing with 1 or 2 players in the game just by letting mario play in the game.
Request name: Goal Pipe

I need a pipe that when you enter, it triggers a simple level end that shows the end level score stuff and fades out beating the level.

A setting for secret exit would be nice as well.

I'm using the no overworld patch and so it would be awesome if there was a setting in the asm file to enable the pipe to switch the players also in 2 player mode, but I wouldn't mind if that isn't done.

Basically the same as this:
Team CornersoftYoutube
Originally posted by ExONightZ
Well, here's my request.

Request name: delete selection of players
Type: patch
Brief description: eliminates the selection of playing with 1 or 2 players
Resources: not needed
Long description: this patch will remove the selection of playing with 1 or 2 players in the game just by letting mario play in the game.


The patch already exists.
One OR two players only
Request Name: Sprite Status Bar v1.1.1 UberASM Version
Type: UberASM
Tool: UberASM Tool
Graphics:
Dynamic version : Like Sprite Status Bar patch
Non Dynamic version : Image
Description: UberASM version of the sprite status bar. This is for ROMs with patches (VWF dialogs, sprite message boxes, etc.) that are not compatible with the sprite status bar patch.
There are dynamic and non-dynamic versions, both of which allow you to set the tile number, display position, or YXPPCCCT.
When the VWF message box opens, it disappears temporarily. However, disable on settings.
Originally posted by Flamesofshadow
Originally posted by Hayashi Neru
Request Name: SMB3 Doomship Flame
Type: Sprite
Tool: Pixi
Graphics: Yes
Description: Fire comes out. The length of the fire is determined by the extra byte, and the direction is determined by the extension.

Extra byte:
02 = Short(32px)
03 = Long (48px)
Extension :
00 = Up
01 = Down
02 = Left
03 = Right



its not exactly the same, but i made some blocks for this using some graphics and frame-based damaging blocks, they go vertical up and down, and both sideways directions, you could use that if you want I would just have to gather the pieces for you, and you would need to know exanimation


I know this But despite this, there is a reason for this request. because
1. Blocks do not sound.
2. Blocks are difficult to overlap with other foregrounds or coins (though not impossible).
Request Name: 16×16 sprite moving/directional coin
Type: Patch(not sprite)
Tool: ASAR
Graphics:

Description: Fix the tile number of the moving coin(21) and Directional coin(45) graphic to E8. In this case, the EA and FA are empty, and the coin tile size is maintained at 16 × 16.
Flying red coin sprites change the tile number to A2 (smiley coin). (smiley coin).

There's an insert-able sprite version of the coin (and the muncher) here
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