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The ASM Request Thread

Originally posted by GrumpyWalrus
Name: Indestructible Koopa
Type: Patch
Description: An indestructible koopa patch, which would kill Mario on contact with koopa (or other sprite if settings would allow to customize which sprite the creator chooses to be indestructible. The koopa could not be jumped on, spin jumped on, hit with a shell, or touched at all without Mario dying the death of deaths.


You can just use tweaker for that
Name: New Super Mario Bros extending platform
Type: Sprite
Description: A platforn that stretches out, and retracts on a timer, it also moves the sprites and player when It's stretching/retracting (this isn't necessary, but it would be a nice touch).
References: Link to image, Link to video (0:28, 0:36)
Originally posted by ModernKiwi
Name: Floating Water Bubble

Type: Sprite (PIXI)

Origin Game: New Super Mario Bros Wii

Description: A floating ball of water that the player can swim inside of. Can either be motionless, or move horizontally/vertically.

Image Example:


Video Example:https://www.youtube.com/watch?v=iCBObJXUy6c


You could use water tiles for this with some custom GFX. And if you want to make them move just use layer 2 and (if you want), you could make a simple background using layer 3 (there's a big wooden pounder thing that most likely you're not going to use, so just delete it).

I understand if you want to make the bubble wiggle or something when mario jumps inside it. Then yes, this is a cool idea for a sprite (and I would happily use it), but I'm not sure if the SNES could handle 3 or more bubbles on screen at once without slowing down. Maybe with SA-1, but I've never used SA-1 so I don't know for sure (don't take my word for it, I'm not an expert).

Still, cool idea!
Originally posted by Friday_D0nat
You could use water tiles for this with some custom GFX. And if you want to make them move just use layer 2 and (if you want), you could make a simple background using layer 3 (there's a big wooden pounder thing that most likely you're not going to use, so just delete it).

I understand if you want to make the bubble wiggle or something when mario jumps inside it. Then yes, this is a cool idea for a sprite (and I would happily use it), but I'm not sure if the SNES could handle 3 or more bubbles on screen at once without slowing down. Maybe with SA-1, but I've never used SA-1 so I don't know for sure (don't take my word for it, I'm not an expert).

Still, cool idea!


SA-1 had a recent update that involves Max Tiles, maybe it can work this time?


Have a frost day~
Originally posted by monkey03297
Name: Bigger Timer
Type: Patch
Description: Made the timer using big number.
References:


Here you go.

Also added a way to make the timer always have 3 digits, if desired. By default, it is like vanilla SMW, but.. bigger.
Name: Super Mario Maker bumper
Type: Sprite/Block
Description: A bumper from SMM that bounces the player backwards when touched.
Originally posted by ninj
Name: Super Mario Maker bumper
Type: Sprite/Block
Description: A bumper from SMM that bounces the player backwards when touched.

This sprite might be what you're looking for.

https://www.smwcentral.net/?p=section&a=details&id=18752

And even though the Mario Maker graphics have not been submitted yet, you can use this to recreate the same general feel.

https://www.smwcentral.net/?p=section&a=details&id=17882
"What's 9 + 10?"
-Jah
Name: Save Score with SRAM
Type: Patch
Description: Self-explanatory, when you save the game, it'll save your score instead of it resetting to zero when continuing a file.
Don't eat the sandwich
You mean SRAM Plus? You may have to make some extra changes to the ROM to prevent the game from clearing out the score when loading a new file but no extra patch needed.
Name: Space Shooter Spaceship
Type: Sprite
Description: A sprite which acts like a spaceship from these famous space shooter games. Mario can control it by pressing the d-pad so it can go down, left up and right (all directions). It is similar to the cloud which can be entered by mario in vanilla smw it just shouldn't have delayed controls and may not get broken after time. It would be cool if it has an option to shoot fireballs, too.

Name: Pink triangle... fix?
Type: Patch
Description: A patch that makes so you can use the pink triangle on any (solid) block without using tile 1EB.
Name: 2 Marios
Type: Sprite
Description: A 2nd Mario that behaves exactly the same as the other Mario. (kinda like the cherry from super mario 3d world). If one of them dies, the other one dies too. Finally, if one Mario collides with the other Mario, they will bounce away from each other./\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
random avatar everyime you reload wheeee
Originally posted by ninj
Name: Pink triangle... fix?
Type: Patch
Description: A patch that makes so you can use the pink triangle on any (solid) block without using tile 1EB.


That's "not possible" with SMW as-is. Really it's not. The best way if you *were* actually to do it would be to have a hijack do a pre-check before block collision with feet collision shifted up 1px (basically always apply a slope-assist by default) and if the map16 you lookup isn't a triangle shift the position back to normal. But that's so much extra processing. Just stick a slope assist where it's needed. I know it's annoying, but that's really better than making smw pretend there's a slope-assist under everything. (Given that, nobody's probably going to touch this request unless you can point out a use-case other than convenience).

edit: If you want to use an alt-triangle block and can tolerate mario being 1px *actually* higher. The direction taken below would indeed work.
Originally posted by Runic_Rain
Originally posted by ninj
Name: Pink triangle... fix?
Type: Patch
Description: A patch that makes so you can use the pink triangle on any (solid) block without using tile 1EB.


That's "not possible" with SMW as-is. Really it's not. The best way if you *were* actually to do it would be to have a hijack do a pre-check before block collision with feet collision shifted up 1px (basically always apply a slope-assist by default) and if the map16 you lookup isn't a triangle shift the position back to normal. But that's so much extra processing. Just stick a slope assist where it's needed. I know it's annoying, but that's really better than making smw pretend there's a slope-assist under everything. (Given that, nobody's probably going to touch this request unless you can point out a use-case other than convenience).


Out of curiosity, I toyed around the idea of making a block that does this. Didn't get far, or really try as you mentioned it's a bit redundant, but I made this small block code:

Code
db $42
JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireball
JMP TopCorner : JMP BodyInside : JMP HeadInside

MarioSide:
BodyInside:
MarioBelow:
HeadInside:
REP #$20
LDX $96
DEX : DEX
STX $00
LDA $98
SEC
SBC $00
BMI +
REP #$20
DEC $96
+
SEP #$20

MarioAbove:
LDA $187A
BEQ +
REP #$20
DEC $96
SEP #$20
+
TopCorner:
SpriteV:
SpriteH:
MarioCape:
MarioFireball:
RTL

(has to act like a triangle in map16)

Lil funky when you stand towards the low end of the triangle, and Yoshi is still a bit jank. Maybe someone can expand on this to make it work like a purple triangle proper. It's a start at least.


===============================================


EDIT: Did a little more messing around, was able to get these blocks to almost operate like purple triangles without the helper tile. There are a couple caveats, namely that they still need some sort of solid tile (doesn't matter which as long as it acts solid) underneath or Mario can fall through the thin side of the triangle, furthermore, Yoshi still refuses somewhat to get on top of the block, but if the player just runs into it it'll work more or less as intended (or at least the whole thing happens so fast they wont notice yoshi slightly clipping inside).

Hopefully someone to elaborate on this and make it less finnicky.
Since my request was forgotten or ignored, I decided to post a different request. I hope this is doable:

Name: Giant 32x32 Piranha Plant
Type: Sprite
Description: A giant 32x32 piranha plant that behaves like a regular piranha plant. Setting the extra bit makes it upside-down. It can also do other things depending on the extra byte. Extra byte 1: Enable fireball spit: 1-yes, 0-no; Extra byte 2: Spite a certain number of fireballs if Extra byte 1 is active; Extra byte 3: Enable rock spit: 1-yes, 0-no; Extra byte 4: Sprite number for rock; Extra byte 5: Spits a certain number of rocks set in Extra byte 4 if Extra byte 3 is set.
References: This is equipped with proper GFX.
Originally posted by Rykon-V73
Since my request was forgotten or ignored, I decided to post a different request. I hope this is doable:

Name: Giant 32x32 Piranha Plant
Type: Sprite
Description: A giant 32x32 piranha plant that behaves like a regular piranha plant. Setting the extra bit makes it upside-down. It can also do other things depending on the extra byte. Extra byte 1: Enable fireball spit: 1-yes, 0-no; Extra byte 2: Spite a certain number of fireballs if Extra byte 1 is active; Extra byte 3: Enable rock spit: 1-yes, 0-no; Extra byte 4: Sprite number for rock; Extra byte 5: Spits a certain number of rocks set in Extra byte 4 if Extra byte 3 is set.
References: This is equipped with proper GFX.


Is this what you're looking for? It seems it's meant for a 3 tile wide pipe, and I don't think it has the projectile functionality either. Figured I'd ask before going for it.
Name: Bypass powerdown routine.
Type: Patch
Description: Mario does not powerdown when damaged in any power-ed up form. Any powerups collected should not be lost by taking non-lethal damage. He should revert to small Mario only after dying and starting a new life.

(note, this might make you think "won't this just make the game easier?" the answer is, it could... but not the way I intend to use it.)
GANYMEDE

Chapter Two: Land of No Shame
Originally posted by Ondore's Lies
Name: Bypass powerdown routine.
Type: Patch
Description: Mario does not powerdown when damaged in any power-ed up form. Any powerups collected should not be lost by taking non-lethal damage. He should revert to small Mario only after dying and starting a new life.

(note, this might make you think "won't this just make the game easier?" the answer is, it could... but not the way I intend to use it.)

Use this, just a simple collection of hex edits to modify the power-down routine.
Originally posted by nnj
Originally posted by Rykon-V73
Since my request was forgotten or ignored, I decided to post a different request. I hope this is doable:

Name: Giant 32x32 Piranha Plant
Type: Sprite
Description: A giant 32x32 piranha plant that behaves like a regular piranha plant. Setting the extra bit makes it upside-down. It can also do other things depending on the extra byte. Extra byte 1: Enable fireball spit: 1-yes, 0-no; Extra byte 2: Spite a certain number of fireballs if Extra byte 1 is active; Extra byte 3: Enable rock spit: 1-yes, 0-no; Extra byte 4: Sprite number for rock; Extra byte 5: Spits a certain number of rocks set in Extra byte 4 if Extra byte 3 is set.
References: This is equipped with proper GFX.


Is this what you're looking for? It seems it's meant for a 3 tile wide pipe, and I don't think it has the projectile functionality either. Figured I'd ask before going for it.

That't not the one you know.