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The ASM Request Thread
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - The ASM Request Thread
Pages: « 1 2 3 4 5 6 7 8 »
Welcome to the ASM Requests Thread! Here, you can request Blocks, Sprites, Patches or UberASM code for our ASMers to tackle.
Keep in mind that the purpose of this thread is to increase SMW Central's array of available resources, so this isn't the place to request someone to do specific coding for your hack - but rather, to request something that doesn't exist yet, but could benefit you and your fellow hackers.

To all request makers and fulfillers, make sure to read the rules thoroughly before using this thread.


Requesting Rules:

1. Your request must be feasible within the limits of the SNES.
Remember that anything that can be coded into Super Mario World is limited by what the SNES can do. Absurd requests or anything that somehow requires extrapolation of the system's limitations and capabilities are, for obvious reasons, completely out of question.

2. Don't make too specific requests.
The ultimate purpose of this thread is to encourage the crafting of ASM resources that can benefit the whole community. Don't request something that only works or makes sense in the context of your own project - make sure it's something that anyone could use.

3. No private requests.
For reasons brought up in the previous rule, every request fulfilled within this thread is expected to be made public.

4. Be descriptive.
For your request to be well understood, make sure to write down all the necessary details. You are encouraged to include images, videos (when requesting some mechanic or sprite from another game, for example), and/or sketches to support your request.

5. No more than one unclaimed request per 30 days.
If you made a request and it hasn't been claimed yet, please respect a 30 days cooldown to make a different one as to avoid overloading this thread with requests. (Note that you're free to make a new request if your previous request has been fulfilled.) This rule applies even if you delete your request, so think before requesting!

6. Respect the ASMers.
Do not pester ASMers, whether they have claimed your request or otherwise. Coding isn't easy and it takes time, and it's very nice of them to ever do it voluntarily.

7. Respect the request formatting.
For the sake of organization and clarity, please utilize the following format when making a request here:

Name: A descriptive title for your request.
Type: Block, Sprite, Patch, UberASM or combinations. (Note: the request fulfiller is granted the freedom of ASM types, i.e. a block may require UberASM to function, a patch request may be more fit as UberASM or vice-versa, etc.)
Description: Describe all the necessary details of your request.
References: Images, videos and/or sketches to support your request, as mentioned by Rule 4, when applicable.

8. Include the necessary resources when applicable.
For instance, when requesting a sprite, it is your responsibility to provide the graphics for it, not the ASMer's.


Supporting a Request:

If you happen to want something that has already been requested by someone else, you are welcome to quote their post and display your interest as to make it known it's something wanted by multiple people. Feel free to suggest additions/extra features to it, but be reasonable and don't completely hijack a request.


Fulfilling Rules:

1. Claim a request by quoting it in this thread.
Make sure to let it be known that a request has been claimed, so multiple people don't end up working on the same thing.

2. When claiming a request, be responsible.
Before claiming a request, please assure yourself that you'll be able to fulfill it in a reasonable amount of time. If you find yourself unable to finish it, unclaim it as soon as possible. Don't leave requesters waiting unnecessarily.

3. Submit the fulfilled request to the corresponding ASM section and link it here.
As such, make sure it complies with the corresponding section's submission rules.
Name: parachute sprite disassembly
Type: sprite
Description: sprite 3F and 40
References:
Name: Mega Man Sprites.
Type: Sprite
Description: To Mega Man-related graphics and music is rich, sprite is because very few.
References:

Enemies


Mega Man 1,


Mega Man 2,


Mega Man 3,
Mega Man 4,
Mega Man 5,
Mega Man 6,

Mega Man 7,
Mega Man 8,
Mega Man & Bass,



Mega Man 9,

Mega Man 10,
Originally posted by Thiago678
Name: Galoomba/Galoombrat

Type: Sprite

Rescources: GFX.

animation table:


Yup,i already requested this,but i have a new description:
- x00 - Standard Galoomba
- x01 - Winged Galoomba (identically to sprite x10, the Winged Goomba)
- x02 - Para-Galoomba, flying left (identically to sprite x08, the green Para-Koopa)
- x03 - Para-Galoomba, bouncing (identically to sprite x09; initial Y position determines jump height, the green Para-Koopa)
- x04 - Para-Galoomba, flying horizontally in intervals (identically to sprite x0A, the red Para-Koopa)
- x05 - Para-Galoomba, flying vertically in intervals (identically to sprite x0B, the red Para-Koopa)
- x06 - Para-Galoomba, oscillating vertically while flying to the left (identically to sprite x39, the Eerie)
- x07 - Sliding Galoomba (identically to sprite xBD, the sliding blue shell-less Koopa)
- x08 - Para Galoomba (identically to sprite x3F, the parachute galoomba)
- x09 - Cluster of para-galoombas,wave motion (identically to sprite xDE, a cluster of eeries.

Setting the extra bit will make stay on ledges.It only uses SP1 and SP2.Make compatible with SA-1.
Pls do it!

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i like dogs
Name: SMB3 Koopalings
Type: Sprite
Description: SMB3 specification Koopalings.
It would be great if it could be used with the SMW hack.
References: https://www.youtube.com/watch?v=_IkYkvA7y1k

--------------------
I can not speak English.
Name: Super Mario Maker 2 - Super Mario World Koopalings
Type: Boss sprite
Description: The Koopalings act like SMM2 SMW version and also can be a new obstacles for boss stages. An alternate moveset when one of the Koopalings when they are bounced, they can move the shell towards Mario like the Ludwig Koopa original moveset of the SMW game.
References:
-Link to spritesheet
-Video Demostration

I thank Koopster to fix the slight table stretch, I didn't know to make the links to go to another
Request Name: Super Mario Maker 2 - Blasta and Zappa Mechakoopa
Type: Sprite
Tool: PIXI
Sprites:


Download GFX
Description: A red Mechakoopa that fires homing Bullet Bills (The sprite shot can be this) and a blue Mechakoopa that fires an electric lazer, they can stand on ledges. I've touched and recolored the sprites a bit so it becomes vanilla palette and vanilla frame limit friendly. The winding key isn't included in the shown sprites because it's intended to know that the graphics are still gonna be placed like a normal Mechakoopa.

Additional Optional: Boomba Mechakoopa, a yellow Mechakoopa that chases Mario on a faster speed and jump stomping the ground, it will spin its eyes and then blow up like a Bob-Omb after a certain chase time or when it's about to reactivate after being stomped. It doesn't stand on ledges



--------------------


Have a frost day~
Originally posted by Thiago678
Since this is a new request thread,i will move my requests to here.

As per the new thread's Rule 5, you are only allowed one request at a time. You must wait 30 days if you wish to make a second one before it has been claimed.

Please edit your post keeping only one request within the next 24 hours, or it will be deleted.

Originally posted by ASSATAKKU
To Mega Man-related graphics and music is rich, sprite is because very few.

Please read Rule 4. Linking a ton of spritesheets is not being descriptive. Preferably, narrow down your request to a specific sprite - requesting the entirety of Mega Man's spriteset also falls under breaking the "one request at a time" guideline.

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Twitter
Name: Very Goonie (Winged Bowling Goonie)

Type: Sprite (PIXI)

Origin Game: Yoshi’s island SMW2

Description: A fat winged Goonie that bounces high up and lands to the ground just like the green papakoopa, but slowly. These big fat birds can be ride on top like the Mega Mole. However, Yoshi is allowed to eat the big flying enemy. Sadly, the Very Goonie only showed 1 in the SNES game, but they do show many in Yoshi’s new island. This sprite is based on smkdan's Bowling Goonie, except when the extra bit is set.

GFX:
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
Name: SMB1 Piranha Plants

Type: Sprite

Origin Game: Super Mario Bros. 1

Description: The green ones go slower and the red ones go faster even when you're standing next to the pipe.
Name: Endless Coin Rush Attack

Type: Patch/UberASM

Origin Game: Mega Man 9/Mega Man 10 + New Super Mario Bros.2

Description: This is because it would be interesting to combine the Endless Attacks of "Mega Man 9" and "Mega Man 10" with the Coin Rush Of "New Super Mario Bros. 2".
It is a mode where you go as far as you can while collecting as many coins as possible in an infinite number of stages, and I want you to be able to record the number of coins you collect and the number of screens you advance after the end.
Each time you defeat an enemy and connect a "combo", you can get a bonus coin, and if you meet the conditions of 1UP, you want to add 50 coins.
There are many stages that reproduce "Mega Man 1-6, 9, 10", and there are 4-6 screens per floor, and 3 screens for a certain number of screens I want you to become a boss floor that randomly fights one from the inside so that you cannot proceed unless you win the boss.
Enemies, Gimmicks And Bosses are also from the "Classic Mega Man" series,
I also want the Stage Graphics and BGM to be the BGM of the Endless Attack of "Mega Man 9" and "Mega Man 10".
References: New Super Mario Bros.2 Coin Rush
Mega Man 9 Endless Attack
Mega Man 10 Endless Attack
Name: 7th submap overworld

Type: Patch/UberASM

Origin Game: JUMP

Description: I saw this in JUMP. I wish I could use part of the Maan Overworld for the 7th or later submap.





Note thread:this
※'7th_submap_v2.zip' in the thread above is not compatible with SA-1.

Found a replacement.
Originally posted by Blizzard Buffalo
Request Name: Super Mario Maker 2 - Blasta and Zappa Mechakoopa
Type: Sprite
Tool: PIXI
Sprites:


Download GFX
Description: A red Mechakoopa that fires homing Bullet Bills (The sprite shot can be this) and a blue Mechakoopa that fires an electric lazer, they can stand on ledges. I've touched and recolored the sprites a bit so it becomes vanilla palette and vanilla frame limit friendly. The winding key isn't included in the shown sprites because it's intended to know that the graphics are still gonna be placed like a normal Mechakoopa.

Additional Optional: Boomba Mechakoopa, a yellow Mechakoopa that chases Mario on a faster speed and jump stomping the ground, it will spin its eyes and then blow up like a Bob-Omb after a certain chase time or when it's about to reactivate after being stomped. It doesn't stand on ledges


I am working on this but it is slow going.
My request:
Name: Powerup System

Type: Patch

Description: This patch allows you to get Big, Firey, Caped after you get an custom amount of exits, bonus stars, lives, etc...

--------------------


Paper World!
My YouTube Channel

Coming soon!

Originally posted by Batata Douce
My request:
Name: Powerup System

Type: Patch

Description: This patch allows you to get Big, Firey, Caped after you get an custom amount of exits, bonus stars, lives, etc...

I'm not sure how you want this to work in practice. Mario instantly becomes big after meeting a requirement? Powerup blocks don't give you anything before a requirement is met?

This is really broad. Please explain your request better.

--------------------
Twitter
Originally posted by Koopster
Originally posted by Batata Douce
My request:
Name: Powerup System

Type: Patch

Description: This patch allows you to get Big, Firey, Caped after you get an custom amount of exits, bonus stars, lives, etc...

I'm not sure how you want this to work in practice. Mario instantly becomes big after meeting a requirement? Powerup blocks don't give you anything before a requirement is met?

This is really broad. Please explain your request better.

Ok, forgot about that.

New request:

Name: SMB3 Bowser

Type: Sprite

Description: Bowser from Super Mario Bros. 3 that you can edit his pound speed and jump length.

--------------------


Paper World!
My YouTube Channel

Coming soon!

Originally posted by Batata Douce
Originally posted by Koopster
Originally posted by Batata Douce
My request:
Name: Powerup System

Type: Patch

Description: This patch allows you to get Big, Firey, Caped after you get an custom amount of exits, bonus stars, lives, etc...

I'm not sure how you want this to work in practice. Mario instantly becomes big after meeting a requirement? Powerup blocks don't give you anything before a requirement is met?

This is really broad. Please explain your request better.

Ok, forgot about that.

New request:

Name: SMB3 Bowser

Type: Sprite

Description: Bowser from Super Mario Bros. 3 that you can edit his pound speed and jump length.


There's the one from Romi's Sprite tool, but it ain't PIXI nor SA-1.

--------------------


Have a frost day~
Originally posted by Blizzard Buffalo
Originally posted by Batata Douce
New request:

Name: SMB3 Bowser

Type: Sprite

Description: Bowser from Super Mario Bros. 3 that you can edit his pound speed and jump length.


There's the one from Romi's Sprite tool, but it ain't PIXI nor SA-1.

I converted the sprite to PIXI and the destructible block to GPS recently. (SA-1 conversion shouldn't be too hard from there) You'll need to dig in the ASM if you want to change the speeds, and its jump length is dependent on player position I believe, but this is something.

--------------------
Twitter
Name: True Per-level Nuke Status Bar
Type: Patch
Description: A patch that allows you to remove not only the vanilla status bar's IRQ but also the tilemap itself from the L3 BG tilemap on a per-level basis. Thus, you won't see the status bar at the top left of the BG. The existing patches for that in the patches section only disable the IRQ, but they don't actually remove the status bar from your L3 BG's tilemap, which is personally not desirable for me.

Additionally, the internal function of any component of the status bar, like the item box and timer, can be toggled. Basically, like Lui37's patch, but on a per-level basis and with more control over the function of the status bar's components.

--------------------
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
Pages: « 1 2 3 4 5 6 7 8 »
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - The ASM Request Thread

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