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ASM request thread

PatchSpriteBlockRequests

I would love to see a pokey that when jumped/spinjumped on, would become one segment shorter. When down to just its head, it disappears in a puff of smoke if jumped on once more. If you really wanted to go all out, having options such as amount of segments, x speed, stays/falls off ledges, explodes, etc, go nuts.
Originally posted by Deeke
I'd like to request a block that would help with levels based around machinery.

Basically, it works something like the existing quicksand block, but:
· You fall through it rather quickly if you're standing, but you'll descend much more slowly if you're moving.
· You can easily make a full jump at any time without getting stuck.
· The lower you are, the faster you descend
· It won't affect the upper half of Super Mario

The idea is basically like standing on a rotating tube that's rotating relative to the player.

I think this is cool but since its pretty similar to the quicksand blocks it would be nice to have some sample gfx. Do you have any that i could borrow?

There are a number of requests that don't follow the rules. Please, if your request needs custom gfx I expect you to provide them.
You made my request better. Thanks, Darolac!
Originally posted by Darolac

Create an uberasm for that is way harder than just create a block that does it. Just make it act like any block you want. Since it was a very easy request, I added a lot of customisation options:

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).

Download


Thank you so much #smw{^_^}
Not sure if it is possible, but I would like to request a dolphin that explodes if you stand on it too long
Originally posted by Darolac
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.


Can you do a block that changes in another Map16 tile if the current or specific level is beaten?

BASED ON THIS
I must say the requests you have done so far are really quite great so well done and making them so fast. #smrpg{:D}

I would like to request a Grinder/Sawblade that does not move on the ground till Mario gets close and they it speeds up and travels towards his direction.
I suppose a Line-Guided one could also work but I would like one that can just be placed on the ground if that is not too much to ask for.
Originally posted by Matheus2653
Patch: Replace Bonus Stars counter for each time that you collect all the star coins in a stage, the counter increases, example:


This took quite some time, but it was worth it:

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).

Download
Would it be possible to make horizontal jumping dolphins that jump to the right first?
i would like to request a throw block that does not change into tile $25, and can spawn infinite throw block sprites (like ghb's, only that it is sa-1 compatible)
IDK if this patch already exists, but...

You know the level end circle?

You know how it wipes out the item in the item box?

Can you get rid of that?
Originally posted by 1UPdudes
I must say the requests you have done so far are really quite great so well done and making them so fast. #smrpg{:D}

I would like to request a Grinder/Sawblade that does not move on the ground till Mario gets close and they it speeds up and travels towards his direction.
I suppose a Line-Guided one could also work but I would like one that can just be placed on the ground if that is not too much to ask for.

Originally posted by AbuseFreakHacker
Not sure if it is possible, but I would like to request a dolphin that explodes if you stand on it too long

I'm going to do those next, as they could be pretty useful. I see the first one very fitting for mechanical-like levels, and the second to add a little variety to the dolphins.
Managed to make both of them.

Explosive dolphins



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.

Download

Grinder Trap



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.
Looks good, exactly as I imagined. The other sprites look good too
a p switch that turns cement blocks into lava,also one that makes stairs appear a bit like the switch that makes doors appear.
Before I make my request, I would like to commend you for the ASM work that you have done over the time you've been on the site; ever since you've shown off your first sprites, I've found your works both creative and well-made, and the UberASM codes that you have been recently making are both useful and very neat. I especially like your Flying Volcano Lotus sprite, Wild Mechakoopa v1.1 sprite, and Spotlight Auto Switch-Off code as they are pretty customizable and uniquely creative. I hope to see more of your work in the future, and that your future ASM projects go well.
#smw{:TUP:}

Anyways, the request that I have in mind is an UberASM code that would allow certain controlled inputs to be disabled by level basis. To illustrate, imagine a stage with EternityLarva's Controller Blocks. If the stage had UberASM code that disabled inputs from the 'DOWN' button, then all of the blocks in the set except for the 'DOWN Blocks' can be passable since the 'DOWN' button needs to be pressed or held in order to become passable. And if the code had UberASM code that disabled inputs from the 'A' and 'B' buttons, then all blocks can be passable except for the 'A/B Blocks' since either the 'A' or 'B' buttons needs to be pressed or held in order to make the block pass-though.
I have no request for you.

I'm just one of these silly persons with absolute no knowledge about ASM and admiring what you're doing here. Such threads usually get a huge amount of requests and the ones you've fulfilled already were executed excellently.

Furthermore good luck with this project and i'm curious to see, what other things will be coming from you. #smw{:peace:}








As a test, I tried the Ultimate Chuck. It works! I tried adding a Clappin' Chuck and instead of jumping, it stood still, while playing the sound effect. Also, I wanted to make it use palette E, but I ended up with the blue palette. I set the Y speed of the chuck to 02 and palette to 110.
Edit: Wait... now it works!
Edit: I do have another suggestion regarding the Ultimate Chuck. You decide. Wouldn't it be possible to give it a 16x16 tilemap that's above his head? Maybe the player is thinking of giving him either a crown, a clown hat, etc.?
Originally posted by Rykon-V73
As a test, I tried the Ultimate Chuck. It works! I tried adding a Clappin' Chuck and instead of jumping, it stood still, while playing the sound effect. Also, I wanted to make it use palette E, but I ended up with the blue palette. I set the Y speed of the chuck to 02 and palette to 110.
Edit: Wait... now it works!
Edit: I do have another suggestion regarding the Ultimate Chuck. You decide. Wouldn't it be possible to give it a 16x16 tilemap that's above his head? Maybe the player is thinking of giving him either a crown, a clown hat, etc.?

I will consider it for a future update,since I have something planned for it anyway.

Originally posted by Sariel
I have no request for you.

I'm just one of these silly persons with absolute no knowledge about ASM and admiring what you're doing here. Such threads usually get a huge amount of requests and the ones you've fulfilled already were executed excellently.

Furthermore good luck with this project and i'm curious to see, what other things will be coming from you. #smw{:peace:}


Many thanks Sariel #tb{:D}

Originally posted by Flippn'Fences
Before I make my request, I would like to commend you for the ASM work that you have done over the time you've been on the site; ever since you've shown off your first sprites, I've found your works both creative and well-made, and the UberASM codes that you have been recently making are both useful and very neat. I especially like your Flying Volcano Lotus sprite, Wild Mechakoopa v1.1 sprite, and Spotlight Auto Switch-Off code as they are pretty customizable and uniquely creative. I hope to see more of your work in the future, and that your future ASM projects go well.
#smw{:TUP:}

Anyways, the request that I have in mind is an UberASM code that would allow certain controlled inputs to be disabled by level basis. To illustrate, imagine a stage with EternityLarva's Controller Blocks. If the stage had UberASM code that disabled inputs from the 'DOWN' button, then all of the blocks in the set except for the 'DOWN Blocks' can be passable since the 'DOWN' button needs to be pressed or held in order to become passable. And if the code had UberASM code that disabled inputs from the 'A' and 'B' buttons, then all blocks can be passable except for the 'A/B Blocks' since either the 'A' or 'B' buttons needs to be pressed or held in order to make the block pass-though.


Thanks a lot for your kind words Flippin'Fences #smrpg{<3} I surely can give that code a try.
Name: Water Rex
Description: A Rex that maybe swims on water, on surface water maybe chases Mario and tries to jump towards him (Like a Puffer and a Dolphin)


Have a frost day~

PatchSpriteBlockRequests