1.Only one request per person. You can request patches, uberasm, blocks or sprites.
2.Only vanilla sprites graphically-wise. If we host the dissasembly better yet, since I can from that and it will be easier for me to make the sprite.
3.Be patient. Now I have free time but no rushing. Extra graphics will be allowed of you provide the gfx, though, but the sprite should be vanilla in spirit (check this
example to see what I'm talking about).
4.Easier requests such as Uberasm and blocks will be completed quicker, and I can't assure I will be doing everything requested, as I'm a person, too, and have limited free time.
5.No complex patches or boss requests. In the time I can do one of those, I could do two or three easier requests.
I don't have that many free time now in comparison with summer, and as such the request will be completed in a slower way, but will try to fulfill as many as I can. Go wild!
I will be updating this post with the stuff I make:
Net Dry Bones
Based on the Net Koopa dissasembly by imamelia, this Dry Bones acts like a Net Koopa; however, jumping on him will make him crumble and act like a normal Dry Bones. The generated Dry Bones will stay behind nets if the Net Dry Bones is jumped on behind the net. This sprite requires a patch that is included in the .zip. Graphics made by Wuffalo.
A crab that hides behind the ground and, when Mario is near, jumps out of it, acting in a similar way of a green beach koopa. Graphics made by Gregor.
This uberasm increases Mario's P-speed and reduces the amount of time required for P-speed while he has a Starman active.
No jump block
This block disables Mario's jump and/or spinjump when Mario is touching it from above. It's pretty customisable, as it can be configured to only restrict Mario's jump on certain conditions (on/off switch, blue/silver p-switch and Mario is in water/starman/on Yoshi).
Customisable Chucks. The first extra byte determines the sprite number of the Chuck you want to spawn, and the second customises a certain behaviour depending on the type of Chuck:
- Clappin': Y speed of the jump.
- Bouncin': Y speed of the jump.
- Whistlin': Nothing at all.
- Pitchin': Number of baseballs to throw (the number must be between 1 and 6).
- Puntin': Time between football spawns (should be a multiple of 2 - 1 in hex: $0F,$1F,$3F,$7F...).
- Diggin': Y speed of the rock.
The third extra byte the X speed of the Diggin' Chuck rock
(nothing in the case of the other chucks).
The forth extra byte customises the palette of the Chuck in the traditional YXPPCCCT format, and also if it will be a fire Chuck: FE-- CCC-, where CCC is the palette, E is the bit that determines if it's an exploding chuck (bit set) or not (bit clear) and F is the bit which determines if it's a fire chuck (bit set) or not (bit clear). A fire chuck will leave a trail of flames, whereas an exploding chuck will just explode when Mario is near.
Yoshi Coin Counter
This patch allows to use the bonus star counter as a Yoshi Coin counter. It also completely disables the bonus stars. Take into account that you should use it alongside the SRAM/BWRAM plus patch in order to make the Yoshi coins not reappear every time you reenter the level: you have to save 0D bytes counting from $1F2F onwards (the Yoshi coin collected table) and the !sram adress defined in the asm file (default $1FFF).
Based upon the imamelia dissasembly of the dolphins, those dolphins explode if Mario stands on them, after a customisable amount of time. The first extra byte determines which dolphin this sprite will act like:
00 -> sprite 41
01 -> sprite 42
02 -> sprite 43
The second extra byte determines how many time it takes for it to explode.
Based upon the grinder dissasembly by Iceguy, this grinder will run after Mario (extra bit set) or simply activate and move like a normal grinder when Mario is a certain number of tiles near it.
Pokeball Effect (beta)
This patch makes it so an sprite touched by Mario's fireballs gets "stored" and it can be "released" when Mario fires away another fireball that touches a solid block. It should be used alongside the uberasm (since the uberasm sets the freeRAM flag necessary for it to work, so make sure to only use the uberasm code in all levels you want the powerup to be active).