Language…
12 users online:  bebn legg, bradcomp, DanMario24YT, DaveStateGaming, DimeR, GRIMMKIN,  idol, Metal-Yoshi94,  Sayuri,  Shoujo, signature_steve, steelsburg - Guests: 311 - Bots: 449
Users: 64,795 (2,372 active)
Latest user: mathew

The ASM Request Thread

@ Bensalot I removed your extra requests and sent them to you in a PM, as Koopster said read the rules next time.
Originally posted by Koopster
Originally posted by GatoSlashFish
Name: Exit-dependent pipe
Type: Block
Desc.: A pipe that changes destination depending on if you have a certain number of exits.
Example: If you have 7 or less exits, it could send you to level 25. If you have 8+, it could send you to the level after, level 26.

Please let me know if this gets finished, or if there is something like this that I overlooked.

Quite simple, I'll work on this today this week.

Done! Sorry this took longer than I expected. Hopefully it's fully functional.
It's easily the best thing I've done
So why the empty numb?
Quote
Quite simple, I'll work on this today this week.
Done! Sorry this took longer than I expected. Hopefully it's fully functional.


It's perfectly fine, thanks for fulfilling my request.
It's been a month since my last request, but i'm gonna do another request

Name: Roy Koopa Super Mario Maker Style with original graphics adapted
Type: Boss Sprite
Description: Is a boss acting like the series, it means, he shoots magic and digs in the ground to disapear and appears in any ground.
Mario bounces on Roy and he ceilling to the player like Ludwig original boss. Also Roy remains the same animations when he is bounced the first and the last time like the original boss
Also in extra bytes could be phased specifically for future boss in whichever order
1st = Appear in normal landing
2nd = Appears both: Normal and Uppon, when is uppon landing, he creates a tremor that shock mario
3rd = Same as the 2nd extra byte, but based of the winged version, he tricks Mario until he shows normally to attack
References: Roy Graphics Download
Super Mario World: Season 3: 2nd demo complete
Tag (span) was not closed.
Originally posted by Jack_Vincent13
Name: Special World
Type: Gamemode/ Hijack
Description: The idea I suppose is to have more enemies change their appearance based on whether the player has passed the Special World or not. Basically the same way SMA2:SMW does things. Compatibility with custom sprites would be a plus.

Hey! This is a cool idea. I like it!
Thinking about what patcher to use.
Originally posted by Jack_Vincent13
Originally posted by Thiago678
Originally posted by Jack_Vincent13
Name: Special World
Type: Gamemode/ Hijack
Description: The idea I suppose is to have more enemies change their appearance based on whether the player has passed the Special World or not. Basically the same way SMA2:SMW does things. Compatibility with custom sprites would be a plus.

Hey! This is a cool idea. I like it!

Hey Thanks! Claim it if you like.

This is great,but do you want more enemies to change their apperance or want to change the graphic number, like making a galoomba look like a shell-less koopa ? Please explain.
Thinking about what patcher to use.
Name: Coin type depending on extra bit PLUS Silver Pswitch hack for extra bit
Type: Patch (Sprite Hijack).
Description: Splits Gold and Silver Coins (Sprite 21) to be dependent on the extra bit, The Silver P-Switch will still need a hack as if it is using the extra bit for silver coins, otherwise it will not work.
References/Examples: Sprite Properties Depending on the Extra Bit, Growing/Shrinking Pipe Exit on Extra Bit, Stealth Boos by Extra bit.
Name: Disable Enemy Respawning
Type: UberASM or patch that can be set up per level
Description: As the name says, this should completely disable enemy respawning in a chosen level. I want to use this to avoid any lag caused by (unintededly) respawned enemies.
References/Examples: -
Originally posted by DasFueller
Name: Disable Enemy Respawning
Type: UberASM or patch that can be set up per level
Description: As the name says, this should completely disable enemy respawning in a chosen level. I want to use this to avoid any lag caused by (unintededly) respawned enemies.
References/Examples: -

Download (UberASM).
Originally posted by Earthling
Name: Carryable Sprite Killer
Type: Sprite
Description: Kills any sprite it comes into contact with. Can get picked up by Mario and won't kill hin in any way.
Optional: A variant that self-destructs after killing a certain amount of sprites.
References:
art.jpg

Mod edit: Incredible art, but please don't stretch the site tables.

Claiming this request.
Name: Much Improved Rocky Wrench / Scarlet Devil Mario 2 Rocky Wrench

Type: (Extended) Sprite (PIXI)

Origin Game: Super Mario Bros. 3

Graphics: Super Mario Maker

Videos: Scarlet Devil Mario 2 and Almost Complete Doomship SMW Level

Description: Unlike Koyuki's old Rocky Wrench with acts like a piranha plant throwing dry bones bones or Chuck’s baseball and dies in a puff of smoke, this one throws an actual wrench (custom extended sprite) which it flies higher in a short diagonal line before going horizontally straight toward Mario like in the original SMB3. When Mario stands on top of the sprites before it rises up, it acts like a little platform or a rideable enemy (mega mole or shy guy). When Mario jumps on the sprite after it rises, it dies in a falling animation. Seen in airship and tank levels. When the extra bit is set, the Rocky will respawn after it dies.

Just like in this post, Ladida thinks she was using it from smkdan misc. sprite pack, instead, she used the codes found in PukiWiki or from an amazing japanese hacker.

Feel free to claim this request if you wish to or not.
Name : Pipe Enter/Exit Priority Mask
Type : Patch or UberASM
Description : Similar to the Item Block Priority Mask, When the player enters/exits the pipe, put a mask tile (default: C0) after the pipe tile.
Originally posted by KevinM
Originally posted by DasFueller
Name: Disable Enemy Respawning
Type: UberASM or patch that can be set up per level
Description: As the name says, this should completely disable enemy respawning in a chosen level. I want to use this to avoid any lag caused by (unintededly) respawned enemies.
References/Examples: -

Download (UberASM).


Thanks!
I want to use this together with another code in one level and (as far as I know) the code needs an "init:" to do so. Can you add that?
Originally posted by DasFueller

Thanks!
I want to use this together with another code in one level and (as far as I know) the code needs an "init:" to do so. Can you add that?

If the other code only has an init you can just copy that at the start of this file, otherwise you can use the method described here.
Originally posted by KevinM
Originally posted by DasFueller

Thanks!
I want to use this together with another code in one level and (as far as I know) the code needs an "init:" to do so. Can you add that?

If the other code only has an init you can just copy that at the start of this file, otherwise you can use the method described here.


OK. After some tries it seems I got both codes working. But with your code, it seems that after I despawned a certain sprite a second one of the same type, in a different location, doesn't spawn at all!?
Thanks!
Name: Super Mario Maker 2 2 Player coop
Type: Patch
Description: A Patch that makes the 2 player mode work as in Super Mario Maker 2, where you can grab, jump on other players and also be in coop.
References: https://www.youtube.com/watch?v=v_Kc9uwKIPE(but only 2 players for this patch)
https://www.spriters-resource.com/nintendo_switch/supermariomaker2/sheet/119043/(an image with the carried and carriyng another players sprites)
Edit: The players can be also be put on yoshi's mouth and yoshi can spit them, this is just a quick note
Originally posted by EnzoLipe1
Name: Super Mario Maker 2 2 Player coop
Type: Patch
Description: A Patch that makes the 2 player mode work as in Super Mario Maker 2, where you can grab, jump on other players and also be in coop.
References: https://www.youtube.com/watch?v=v_Kc9uwKIPE(but only 2 players for this patch)
https://www.spriters-resource.com/nintendo_switch/supermariomaker2/sheet/119043/(an image with the carried and carriyng another players sprites)
I like this, good idea.
Originally posted by Jack_Vincent13
Originally posted by EnzoLipe1
Name: Super Mario Maker 2 2 Player coop
Type: Patch
Description: A Patch that makes the 2 player mode work as in Super Mario Maker 2, where you can grab, jump on other players and also be in coop.
References: https://www.youtube.com/watch?v=v_Kc9uwKIPE(but only 2 players for this patch)
https://www.spriters-resource.com/nintendo_switch/supermariomaker2/sheet/119043/(an image with the carried and carriyng another players sprites)
I like this, good idea.

Thank you #smw{:TUP:}
Originally posted by EnzoLipe1
Originally posted by Jack_Vincent13
Originally posted by EnzoLipe1
Name: Super Mario Maker 2 2 Player coop
Type: Patch
Description: A Patch that makes the 2 player mode work as in Super Mario Maker 2, where you can grab, jump on other players and also be in coop.
References: https://www.youtube.com/watch?v=v_Kc9uwKIPE(but only 2 players for this patch)
https://www.spriters-resource.com/nintendo_switch/supermariomaker2/sheet/119043/(an image with the carried and carriyng another players sprites)
I like this, good idea.

Thank you #smw{:TUP:}

I also like the idea of the co-op player, so we would like to see that patch
Super Mario World: Season 3: 2nd demo complete
Tag (span) was not closed.
Originally posted by EnzoLipe1
Name: Super Mario Maker 2 2 Player coop
Type: Patch
Description: A Patch that makes the 2 player mode work as in Super Mario Maker 2, where you can grab, jump on other players and also be in coop.
References: https://www.youtube.com/watch?v=v_Kc9uwKIPE(but only 2 players for this patch)
https://www.spriters-resource.com/nintendo_switch/supermariomaker2/sheet/119043/(an image with the carried and carriyng another players sprites)
https://dl.smwcentral.net/24218/ExpandedCarry.zip
Edit: The players can be also be put on yoshi's mouth and yoshi can spit them, this is just a quick note


Edited: addition reference by Jack Vincent13