Language…
13 users online: CalHal, crocodileman94,  Deeke, dubiousdinobot, Dzing, fanfan21, Hammerer, isaix, MegacesarCG, sheeptitan,  shovda, TheBourgyman, Ziz - Guests: 285 - Bots: 313
Users: 64,795 (2,378 active)
Latest user: mathew

The ASM Request Thread

I need a patch that makes mario on the overworld, have only 2 animations, one for him standing still, and one when he enters a level. If anybody would make the patch that would be greatly appreciated! thanks, and have a good day!
Quote
I need a patch that makes mario on the overworld, have only 2 animations, one for him standing still, and one when he enters a level. If anybody would make the patch that would be greatly appreciated! thanks, and have a good day!


If this is what you're looking to do...


...you could achieve this by editing GFX10 and pasting the forward-facing frames over the sideways and rear-facing frames.
GANYMEDE

Chapter Two: Land of No Shame
Name: Yoshi House Credits Warp
Type: Patch
Description: send the player to a sublevel after "THANK YOU" shows up in the Yoshi house cutscene instead of loading the enemy cast list from the vanilla SMW game
References: $0C93B5 (This is where I think the code sends you to the enemy cast list but I am not totally sure.)

I made this patch for after you beat Bowser but the formula I used doesn't work in this situation. https://www.smwcentral.net/?p=section&a=details&id=23940


UPDATE: I figured it out and got it working. This can be closed.
Trust the Fungus.
A small heads-up for requesters: for organization's sake, please use the format presented in the rules in the first post.
It's easily the best thing I've done
So why the empty numb?
The Easter request

Name: Easter Eggs
Type: Sprite
Description: It is a simple yellow Yoshi egg that hatches, but instead of baby Yoshi it gives a gift sprite, such as coin, Mushroom, or why not Star. Sprite number can be customised.
Use: To make an Easter-themed level.

Option (combination): If possible, compatibility with Koopster's coin hunt pack would be awesome. So I guess there would be a custom rolling coin sprite that triggers the coin hunt flag when grabbed.

We have a lot of time until next Easter. I like this idea.
Thanks in advance :)
Originally posted by Blizzard Buffalo
Request Name: Ground Pound Koopa
Type: Sprite
Tool: PIXI

Just convert the one from Romi's Sprite Tool into PIXI and SA-1


Resending this request.


Have a frost day~
Name: Bowser Bridge + Bowser
Type: Sprite
Description: The super mario all-stars: smb1 bowser bridge and bowser, when setting the extra bit, he will throw hammers like how he did in smb1

With sa-1 compatibility if possible
Originally posted by qantuum
The Easter request

Name: Easter Eggs
Type: Sprite
Description: It is a simple yellow Yoshi egg that hatches, but instead of baby Yoshi it gives a gift sprite, such as coin, Mushroom, or why not Star. Sprite number can be customised.
Use: To make an Easter-themed level.

Option (combination): If possible, compatibility with Koopster's coin hunt pack would be awesome. So I guess there would be a custom rolling coin sprite that triggers the coin hunt flag when grabbed.

We have a lot of time until next Easter. I like this idea.
Thanks in advance :)


pretty sure you can edit disassembly to spawn other sprites.
Name: Koopaling Defeated Warp
Type: Patch or UberASM
Description: Basically, I want it so when you defeat a vanilla boss from SMW, you get warped to a different level instead of the 'level complete' activating. So something similar to this, but with all of the other bosses in SMW. There's also this, so you could also just make something that cancels the level completion so that the 'Teleport on No Enemies' can do the rest of the work. Preferably, this should work with all of the original Koopalings and Reznor.
Project: Learning How to Not Suck

Originally posted by Smibbix
Name: Koopaling Defeated Warp
Type: Patch or UberASM
Description: Basically, I want it so when you defeat a vanilla boss from SMW, you get warped to a different level instead of the 'level complete' activating. So something similar to this, but with all of the other bosses in SMW. There's also this, so you could also just make something that cancels the level completion so that the 'Teleport on No Enemies' can do the rest of the work. Preferably, this should work with all of the original Koopalings and Reznor.

There you go.

Edit: now the link works again, I resubmitted it after fixing the issues the first version had. Hope it works fine now.
Name: Lakitu cloud fix
Type: Patch
Description: a patch that will fix lakitu cloud when yoshi is riding in it. In the vanilla game the face on the cloud overrides yoshis turning animation so Yoshi disappears for a few frames. Just need something that maybe disables the turn animation or something when riding in the cloud.
Trust the Fungus.
Name: Playtime timer
Type: Patch
Description: Shows on the Overworld, how long have you been playing since you created the save
Layout by Koopster
^That sounds like something I'd use, too.
GANYMEDE

Chapter Two: Land of No Shame
Name: Earthquake Message Blocks

Type: Block

Description: A pair of blocks which work in conjunction with each other to create a message/earthquake effect.

Block 1: When hit by Mario from below, acts like a message box, displaying the first message of the current level
and then makes the screen shake continuously/for as long as possible after the message has been displayed, simulating an earthquake.

Block 2:
When the screen is not shaking, this block acts like a normal concrete block which Mario cannot pass through but when the screen is shaking, it shatters when touched by the player, similar to https://www.smwcentral.net/?p=section&a=details&id=4011

I tried my best to create these using Blockreator but I couldn't seem to find the right commands. Any help towards this would be greatly appreciated. Thank you
Well, SMWC doesn't have too much ground pound patches, so I will request one.

Name: Better Ground Pound
Type: Patch/UberASM
Description: A patch that allows Mario to do an ground pound, you can customize the pound speed, time before pounding, if it affects the entire screen or just acts as Yoshi jumping with an yellow shell on his mouth, if Mario can pound spiky enemies, and if the pound can hurt bosses.
Name: Line-Guided Grey Moving Castle Block
Type: Sprite
Tool: Romi's Spritetool/PIXI (both)
Description: Line-Guided Grey Moving Castle Block that will start moving right or down by itself, just acts like Line-Guided Brown Platform Disassembly 62.
References: None
Originally posted by WIKIDNEZ
Name: Earthquake Message Blocks

Type: Block

Description: A pair of blocks which work in conjunction with each other to create a message/earthquake effect.

Block 1: When hit by Mario from below, acts like a message box, displaying the first message of the current level
and then makes the screen shake continuously/for as long as possible after the message has been displayed, simulating an earthquake.

Block 2:
When the screen is not shaking, this block acts like a normal concrete block which Mario cannot pass through but when the screen is shaking, it shatters when touched by the player, similar to https://www.smwcentral.net/?p=section&a=details&id=4011

I tried my best to create these using Blockreator but I couldn't seem to find the right commands. Any help towards this would be greatly appreciated. Thank you


Both are ActAs 130

#1:
Code
db $42

JMP Main : JMP Return : JMP Return	; MarioBelow|Above|Side
JMP Return : JMP Return				; SpriteV|H
JMP Return : JMP Return				; MarioCape|Fire
JMP Return : JMP Return : JMP Return	; Corner|Body|Head

print "Earthquake"

Main:
	LDA $1887|!addr
	CMP #$00
	BNE Return			; From Main: to here just removes double-tap
	LDA #$01
	STA $7426
	LDA #$FF
	STA $1887|!addr		;|!Base7E
Return:
	RTL

Note: Can't hit this again until shaking stops (removes double-tap which shows message twice)
(this is as long as possible using a block only and no patches or UberASM)

#2:
Code
db $37

JMP Main : JMP Main : JMP Main	; MarioBelow|Above|Side
JMP Return : JMP Return				; SpriteV|H
JMP Return : JMP Return				; MarioCape|Fire
JMP Main : JMP Main : JMP Main	; Corner|Body|Head
JMP Main : JMP Main				; WallFeet|Body

print "Breaks on Earthquake"

Main:
	LDA $1887|!addr
	CMP #$00
	BEQ Return
	%shatter_block()
Return:
	RTL


Tested it on Clean and SA-1 but it breaks on my test ROM so there's a common patch out there that breaks it fyi.
Originally posted by Blizzard Buffalo
Originally posted by Blizzard Buffalo
Request Name: Ground Pound Koopa
Type: Sprite
Tool: PIXI

Just convert the one from Romi's Sprite Tool into PIXI and SA-1


Resending this request.


Done
Request Name: Flying Item

Type: Sprite

Description: A sprite similar to the flying yellow 1up in vanilla smw (sprite 7F), but it gives you a mushroom instead. Please try to have the freeze frames and sfx like a regular mushroom, if possible.
Originally posted by Overcrow03
Request Name: Flying Item

Type: Sprite

Description: A sprite similar to the flying yellow 1up in vanilla smw (sprite 7F), but it gives you a mushroom instead. Please try to have the freeze frames and sfx like a regular mushroom, if possible.

Claimed.
It's easily the best thing I've done
So why the empty numb?