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The ASM Requests Thread

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Request Name: Custom Note Block & Custom Side bounce Block & Custom Turn Block Package
Type: Block
Tool: GPS
Graphics: Vanilla
Description:
Custom Note Block : Touching from the up or down will generate a bounce sprite, which will bounce the player. (Like 113)

Custom Side bounce Block : Touching from the side creates a bounce sprite and bounces the player. (Like 12B or SMB3 Bouncing wooden block)

Custom Note Block All side : Touching from all side creates a bounce sprite and bounces the player. (Like 116)

Custom Turn Block : When the player or sprite hits this block from the bottom, it changes to another tile(default: 0048) for a few frames (default: 255) with the bounce block, and then returns. (Like 11E)

Custom Note Block with item : Touching from the up or down will generate a bounce sprite, which will bounce the player. after the item comes out and is replaced by another tile. (default: 0113) (Like 111)

Custom Side bounce Block with item : Touching from the side creates a bounce sprite and bounces the player. after the item comes out and is replaced by another tile. (default: 012B) (Like 12A or SMB3 Bouncing wooden block)

Custom Note Block All side : Touching from all side creates a bounce sprite and bounces the player. after the item comes out and is replaced by another tile. (default: 0116)

Red Note Block : Teleports by flicking up if the player presses A or B after stepping on from above.

Killing Red Note Block : Kill player if the player presses A or B after stepping on from above.(It's safe if the player doesn't climb off the screen.)

32×32 Note Block : Same as the note block, but 32 × 32. (This link is not work in Custom bounce patch 3.3)

Invisible Custom Note Block & Invisible Turn Block : If hit on below,
custom note block / custom turn block appears.

This blocks need Custom bounce patch 3.3

(Did I make too many requests?)
Request name: Para-Beetle
Type: Sprite
Short description: A Para-Beetle, acting similarly to the ones in New Super Mario Bros Wii
Tool: PIXI
GFX: Buzzy Beetle from the original SMW, with a wing
Long description: I want the normal Para-Beetle and the Heavy Para-Beetle (the big one). The normal one will fly to the left until it despawns. Mario can jump on it. When he does, it will sink a little bit, then rise until Mario steps off.
The Heavy one will act similar, except it keeps sinking until Mario steps off, then it'll rise to it's beginning position. Whether it's normal or heavy will be determined by the extra bit.
If you jump on a customisable amount of beetles in a row (without touching the ground), a customisable sprite will be spawned. This can be disabled.
Hello.
Originally posted by I don't know a good name.
Request name: Para-Beetle
Type: Sprite
Short description: A Para-Beetle, acting similarly to the ones in New Super Mario Bros Wii
Tool: PIXI
GFX: Buzzy Beetle from the original SMW, with a wing
Long description: I want the normal Para-Beetle and the Heavy Para-Beetle (the big one). The normal one will fly to the left until it despawns. Mario can jump on it. When he does, it will sink a little bit, then rise until Mario steps off.
The Heavy one will act similar, except it keeps sinking until Mario steps off, then it'll rise to it's beginning position. Whether it's normal or heavy will be determined by the extra bit.
If you jump on a customisable amount of beetles in a row (without touching the ground), a customisable sprite will be spawned. This can be disabled.

Isn't this what you're looking for?
Originally posted by KKevinM
Originally posted by I don't know a good name.
Request name: Para-Beetle
Type: Sprite
Short description: A Para-Beetle, acting similarly to the ones in New Super Mario Bros Wii
Tool: PIXI
GFX: Buzzy Beetle from the original SMW, with a wing
Long description: I want the normal Para-Beetle and the Heavy Para-Beetle (the big one). The normal one will fly to the left until it despawns. Mario can jump on it. When he does, it will sink a little bit, then rise until Mario steps off.
The Heavy one will act similar, except it keeps sinking until Mario steps off, then it'll rise to it's beginning position. Whether it's normal or heavy will be determined by the extra bit.
If you jump on a customisable amount of beetles in a row (without touching the ground), a customisable sprite will be spawned. This can be disabled.

Isn't this what you're looking for?

Didn't see that. Yes, it is. Thanks.
Hello.
Please.

Request name: A new version of Separate Luigi Graphics
Type: Patch
Short description: For 32x32 player

I need it for my new hack Mario & Stitch vs. Devil Ztar.

Thanks.
- 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.
Name: Total Dragon Coin Counter
Type: Patch
Description: This patch shows on the overworld border in how many levels you have collected all dragon coins. Like the overworld counter in JUMP. this patch would only work with the Individual Dragon Coin Save
Originally posted by PUN
Request: Jukebox block
Type: Block/patch
short description: a block that opens a text box that let you choose what music you wnt in the level
long description: I wish that someone can make a block that works just like a text box. you punch it and the time froze then a black window appear. in it a select screen that you choose what you want to hear in the level. Mostly used in a music room level to hear all the game ost. if not possible just a block that scrolls the music -1. (if the first music is selected it goes to the second and continues to the end of the list. but its last ressource.) if possible not too many things to edit manually like inserting things by uberasm.

I would like to provide a gfx but i don't know witch one is the good one

a big thanks to anyone that could make this request true. you will be thanks and add to the end credits



ok so the guy i asked abandoned this so im making the same request again. if someone is able to i will be super happy. thanks a bunch!
I'd like to request a patch or routine that lets you adjust what the growing vine sprite can't eat.
It seems that the little guy eats anything that's not a solid block, which means it can chew through elements like teleporters, which is troublesome.
Addditionally, it would be nice to have vines be able to grow to an arbitrary height without having to be stopped by something physical.


Other Submissions of mine!


Originally posted by Deeke
I'd like to request a patch or routine that lets you adjust what the growing vine sprite can't eat.
It seems that the little guy eats anything that's not a solid block, which means it can chew through elements like teleporters, which is troublesome.
Addditionally, it would be nice to have vines be able to grow to an arbitrary height without having to be stopped by something physical.

Routine is very easy,
Just put that in GPS's routines folder and call it in the spritevert section of any block. Or you can insert the routine alone to any tile with

For the limited-length vine, you can take this custom version of the vine and modify it slightly
This version expands the use of the first extra byte that the sprite already uses for its direction. Specifically, bits 4-7 (i.e. the tens digit) indicates the number of tiles to stop growing at, with 0 being infinite (as normal). So 10 will grow for one tile, 20 will grow for two, etc. up to F0 for 15 tiles.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
When is going to be updated the Smb 3 status bar compatible with custom power ups 3.3.4, level height.asm and Lunar Magic 3.00 or newer
My released ROM hack: Yoshi Saves Summer Vacation
Request Name: Remap Course Clear Scorecard
Type: Patch
Short description: Allows the user to remap the end-of-level scorecard.
Links:
SMW 1989 Beta Scorecard
Remapped Scorecard Examples
Long description: This patch allows users to remap and repoint layer 3 data for replacing the end-of-level scorecard in Super Mario World. This allows for customized messages at the end of the level for added personality.

The end of level scorecard in Super Mario World has always left a lot to be desired in terms of editing. We have a patch that lets you change the existing tiles around but the space is still very limited. We also have replacements for ending a level, but sometimes we just want to use the standard end goal. Terra Stripe can technically edit this, however, it can't repoint the layer 3 data because the image isn't in SMW's standard pointer table. As far as I can tell, this is one of the last things in SMW that standard users still don't easily have control over. It's a small thing, but still would be appreciated.

Shown in the first image above is a screenshot from the 1989 build of SMW. As far as I can tell, making the scorecard say "Mario 4W-1" at the top is no longer possible, since there is only enough room for the "Mario" tiles in the final game. Remapping the layer 3 would allow me to add this into my SMW Beta update.

The second image shows some examples of what other edits could be made. Simple edits, but I feel it's a decent example of the potential in adding personality.
Projects:
- Game Night - Mario Party 3 Game Board
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
Name: Overworld expansion
Type: Patch
Description: A patch that allows you to use levels 24-9F and 13C-1FF in your overworld. Perfect for users that want to make long hacks.


Originally posted by Pitchin Luigi
Name: Overworld expansion
Type: Patch
Description: A patch that allows you to use levels 24-9F and 13C-1FF in your overworld. Perfect for users that want to make long hacks.

There actually is already something for this, to a lesser extent (it adds 13C-1DF, for a total of 256 overworld-accessible levels), though it has limited testing and support from other tools. More levels than that would require much more significant recoding, though if you really need more than 256 levels you might want to reconsider the length of the hack you're going for.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Name: Teleport upon score

Type: Patch

Description: A patch that teleports you to a sublevel upon reaching a certain score
If it's feasible, I'd like to request another patch - by using configurable overworld graphics that otherwise go unused (like the Piranha Plant, etc), could we have diagonal overworld movement sprites for Mario?

The request is intended to function alongside TheBiob's Free Overworld patch, but it would be great to have even alone to make walking around curves look much smoother, for that extra bit of polish.


Other Submissions of mine!
Name: Uboa
Type: Sprite
Description: A sprite that when it's touched, it teleports you to a specific location. And it cant be killed.

For example, You put it in 105, when it's touched, it teleports you to level 25. Make it customizable, so it can warp you to a different level when its touched.
Name: Various
Type: Sprite
Description: Not really a request, but I've come to wonder where some useful old sprites have disappeared? There were sprite generators (as in SMB2 7-2 or SMB3 1-2) and classic koopas. I think the older version of the SML bomb koopa has been removed, too. Is there any way to find them somewhere?
Anyone could request for update of No overworld
My released ROM hack: Yoshi Saves Summer Vacation
Name: Best Physical of dino rhino y dino torch
Type: Patch
Description: This patch improves the physics of the dino rhino and dino torch such as being able to kill them by throwing a shell or reimplement the function of throwing fire of the dino rhino that remained unused in the game but the graphics were in the game.
Can anyone make a patch that corrupts your game but not really? like a fake glitch? so, this is kinda how it works: you find the glitch boss then the game turns back to the title screen and when you start the game again, its the rest of the glitch boss? i can code the glitch boss myself but not the glitch part. thanks! iv'e been needing it to work on my glitch boss.
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