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The ASM Requests Thread

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Request name: Dynamic Camera
Type: Patch
Short description: A camera rewrite that scrolls the screen left and right depending on Mario's speed. Potentially also applies to vertical scrolling.
Long description:
- The camera position should be a function of Mario's current horizontal speed multiplied by some value. (aka if Mario is at top speed, show that many pixels more in front of him). This value should be able to be customized when inserting the patch. The same holds true for vertical movement, but the multiplier by default should be slightly less. (This is up to discretion, so if someone taking this request finds that isn't true, do what makes the most sense). It would also be appropriate to swap the multipliers within vertical levels, I feel.
- When standing still, the Up and Down arrows should scroll the screen up and down based on the multipliers, but only while these directions are being held. The same goes for left and right using the L and R buttons.
It might just be me, but coding a boss seems a lot harder than what you want to do with the "Glitch Reset". But I could be wrong. If you're confident enough in coding and just wanted resources/ideas though then there seems to be some Soft Reset code here. You'd just need a flag in the save file (BW-RAM or SRAM) that got toggled by the Boss at that point. And if not, then that's hopefully a helpful resource link for whoever helps :d

Code
Why do you PRINT SMWC THREADS?!?!?!? anyway
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I hope this isn't too specific but:
A metal Mario patch, just one that disables swimming completely
I am a professional doofus.
My art
My website (not smw related!!!)
My main/other... website..... (not smw....)
Request name: Different Dry Bones and Bony Beetle Crumble Animation
Type: Patch
Short description: Dry Bones and Bony Beetle have different 24x16 crumble frames.
Long description: Give Dry Bones and Bony Beetle different 24x16 crumble frames that the user can choose/assign what tiles they use in the given graphics space of SP3 and SP4 (ex: Dry Bones 0D 2D and Bony Beetle 4D and 6D, Dry Bones 12 46 and Bony Beetle 80 B3, etc.)
Layout by RanAS, modified by yours truly.

Request name: 16x32 ON/OFF Block
Type: Block
Short description: a 16x32 ON/OFF block, that can be activated from the entire 32px wide edge. Intractable with shells/throwblocks from the bottom and sides.

Graphics:
https://bin.smwcentral.net/u/32624/ExGFXONOFF.bin

I have included 16x32, 32x16, and [if you're feeling adventurous] I included some graphics for a bounce sprite if whoever fulfills this request wanted to have bounce sprites as well. I'm mainly just after a static 16x32 ON/OFF block.
Unless you absolutely need a bounce block, bounceless On/Off block isn't limited to a single block.
Originally posted by MarioFanGamer
Unless you absolutely need a bounce block, bounceless On/Off block isn't limited to a single block.


This block actually works great, thank you for the suggestion! I'll leave my request there in case someone wants to use the graphics, or make a bounce block, but I'd consider my wants fulfilled with MFG's post.
Request name: Puntin' Shyguy
Type: Sprite (PIXI)
Description: A ShyGuy, using normal ShyGuy graphics, Kicking footballs like a Punting Chuck, but is not stompable, but instead liftable and turns into either a Liftable Red/Blue Normal ShyGuy depending on the extra bit.
Originally posted by Mogu94
Request name: Different Dry Bones and Bony Beetle Crumble Animation
Type: Patch
Short description: Dry Bones and Bony Beetle have different 24x16 crumble frames.
Long description: Give Dry Bones and Bony Beetle different 24x16 crumble frames that the user can choose/assign what tiles they use in the given graphics space of SP3 and SP4 (ex: Dry Bones 0D 2D and Bony Beetle 4D and 6D, Dry Bones 12 46 and Bony Beetle 80 B3, etc.)

It was a pretty easy patch to make. Here it is.
Request name: Star Coin (Dynamic)
Type: Sprite
Desc: In this patch, there is a star coin sprite. It would be nice to have an alternate version that uses a dynamic graphics routine for use with the Dynamic Z patch.
Thanks!
Request Name: Hurt Spawn
Type: Patch
Short Description: When Mario is hit he spawns objects
Long Description: I'd like a few coins to scatter out of Mario when he takes non lethal damage for my Sonic hack, though this could also be used to simulate blood if you have him spawn custom graphics, or literally losing a power-up like a Kirby game where you have a chance to pick it back up again.
Originally posted by thirsty_pocket
Request Name: Hurt Spawn
Type: Patch
Short Description: When Mario is hit he spawns objects
Long Description: I'd like a few coins to scatter out of Mario when he takes non lethal damage for my Sonic hack, though this could also be used to simulate blood if you have him spawn custom graphics, or literally losing a power-up like a Kirby game where you have a chance to pick it back up again.


At least for sonic this exists

I'll leave that there double checked though it doesn't spawn coins like requested.
Request Name: Noteblock Palette Fix
Type: Patch
Short Description: Force noteblocks to keep their palette.
Long Description: When you set a note blocks palette to anything other than 4, and bounce off it, the palette reverts to the default palette 4 once the bounce sprite disappears. This patch would let the noteblock keep whatever palette it is assigned in the 16x16 editor.
A long time passed since I requested something. Might as well give it a try.

Request Name: Event Specific Block
Type: Block
Short Description: Allows Mario to pass through it, if the event #? has passed.
Long Description: When for example, a level is beaten or a castle has been destroyed, it activates event #7 for example, allowing Mario to pass through the block.
Originally posted by Rykon-V73
A long time passed since I requested something. Might as well give it a try.

Request Name: Event Specific Block
Type: Block
Short Description: Allows Mario to pass through it, if the event #? has passed.
Long Description: When for example, a level is beaten or a castle has been destroyed, it activates event #7 for example, allowing Mario to pass through the block.


already exists
Does it work with the latest LM?
Originally posted by Rykon-V73
Does it work with the latest LM?


Yes
Name: Key Hold State Block
Type: Block
Description: Ever played Mighty SMW Yeah! (?), this block emulates the holding key state by touching the block and will disappear in a puff of smoke and make a sound effect after it touches a certain block, to be more precise, this block.
Name: Super Mario Maker 2 Spike and Spike Ball

Type: Dynamic sprite (PIXI)

GFX: https://www.smwcentral.net/?p=section&a=details&id=21607 https://mfgg.net/index.php?act=resdb¶m=02&c=1&id=36441

Description: A stationary enemy that stays in place, but every 7 seconds, the Spike will throw a spiky iron ball which rolls on the ground. The spike ball gives it that dynamic rotating rolling frames like the YI Chomp Rock, YI O-Spike, and Bowling Goonie they have used. All you need is Dynamic Sprites Patch and/or Dynamic Z V 3.5 to use the spike ball. The spike ball rolls on the ground as the same speed as a Bullet Bill, and destroys itself when it hits the wall or every vertical surface. Like kicked shells and throw blocks, spike balls can hit blocks (? blocks and turn blocks) and destroys enemies, except it dose not show score sprite. If cape Mario cape spins in front of the rolling spike ball, it will bounce back to the other direction. This sprite comes with the dynamic rolling spike ball and Spike itself. Setting the extra bit give you Snow Spike, which throws snowballs inside of spike balls. If Mario gets hit by a rolling snowball, he will get a small knockback without taking damage. But Mario can jump on the snowball to make the stop rolling, and he can pick it up and kick them. When Mario trows or kicks the snowball at the enemies, it will give score sprite like shells and throw block. Fire Mario can melt the snowball with his fireballs. If Mario jumps or spin jumps on the stationary snowball, it will destroy itself, or destroys when Mario spin jumps on a rolling snowball.
Name: Line-Guided Ball'n Chain

Type: Sprite

Short Description: The ball'n chain sprite with the same behavior as the gray line-guided platform

Long description: The sprite whose behavior is the same as that of rotating gray platforms, if possible, with the possibility of using 1 to 3 ball'n chain, nothing much different from what was already known in relation to gray platforms, however, for castles
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