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The ASM Request Thread
Forum Index - Sunken Ghost Ship - Display Case - The ASM Request Thread
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Name:Configurable Screen Brightness Per Level Basis.
Type:Patch
Description:A way of configuring screen brightness between levels, making certain levels brighter or darker, In a similar sense to a Dark Room Spotlight sprite or this sprite

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Remember, not everyone is best at their job.
There will always be a person above their skill level.
Name: Spelunky Ghost
Type: Sprite
Description: A big ol' ghost that starts slowly coming after the player once the timer dips below 100 seconds.
Visual reference
https://spelunky.fandom.com/wiki/The_Ghost#Spelunky_HD

I have no idea if this would be possible but I think it would make for a very cool sprite.

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I need 50CCs of Lunar Magic STAT!
Alright, I've got a new idea.

Name: Time Trials
Type: Patch/Block
Desc.: There would be 3 blocks: A physical block that, when hit from below, starts the timer. The next block would be an invisible field that ends the timer. The last block would be a collectable for reaching the end field in a set amount of time.

The reason I'm labeling this as a patch is because I would like a timer to be displayed on the status bar, as well as be able to customize how much time is given each level.

I feel like this would make for a fun challenge across hacks.

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Hi
Originally posted by GatoSlashFish
Alright, I've got a new idea.

Name: Time Trials
Type: Patch/Block
Desc.: There would be 3 blocks: A physical block that, when hit from below, starts the timer. The next block would be an invisible field that ends the timer. The last block would be a collectable for reaching the end field in a set amount of time.

The reason I'm labeling this as a patch is because I would like a timer to be displayed on the status bar, as well as be able to customize how much time is given each level.

I feel like this would make for a fun challenge across hacks.

Especially if you could make it appear after the level has been beaten, like the Time Trial Relics in Crash 3

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"What's 9 + 10?"
-Jah
Originally posted by ModernKiwi
Originally posted by GatoSlashFish
Alright, I've got a new idea.

Name: Time Trials
Type: Patch/Block
Desc.: There would be 3 blocks: A physical block that, when hit from below, starts the timer. The next block would be an invisible field that ends the timer. The last block would be a collectable for reaching the end field in a set amount of time.

The reason I'm labeling this as a patch is because I would like a timer to be displayed on the status bar, as well as be able to customize how much time is given each level.

I feel like this would make for a fun challenge across hacks.

Especially if you could make it appear after the level has been beaten, like the Time Trial Relics in Crash 3


I would like it to only appear after a level clear if that's possible. In addition to that, maybe save your best time somewhere? Though that might be asking too much...

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Hi
Name: Yoshi shell carry forcefield ability
Type: Uberasm/patch not really sure
Description: there are custom koopas in the sprite section. I want the custom shell of a custom koopa to give yoshi a force field bubble that will bounce enemies off of the player while yoshi carries it. Not sure how to pull this off but figured I would try my luck asking here.

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Trust the Fungus.
Name: Super Mario 3 as a Boss Fight
Type: Patch
Description: A Boss fight with Mario 3 as the villain. Just a boss fight with Mario utilizing iconic Mario abilities like spitting fire, throwing a shell (could just be pulled from no where) as well as jumping and even a ground pound that could shake the ground like Roy Koopa). I think the closest thing I can accurately liken my vision to is the Bowser fight at the end of Grand Poo World 2, except a Mario sprite instead of Bowser.
References:


https://youtu.be/pCJVc2-Hf-8
Originally posted by Jack_Vincent13
I'm rejecting the old request, here's a different one

Name: Improved Press R to Switch Characters.

Type: Patch/ UberASM/ Gamemode

Description: The ability to switch characters by pressing the R button, with the added option to do so from the overworld and to set input to a single controller. Also the original options are welcome.

Note: This exists in a form but has a game breaking flaw, referenced here https://dl.smwcentral.net/19989/RChar.zip, https://dl.smwcentral.net/20023/Rchar.zip Even if just the game breaking flaw mentioned in the patch version(which the bug actually happens in both) of these could be fixed would be great.


Requesting this again, doesn't have to be perfect, use your imagination if anyone picks it up.
Name: Change Sparky/Fuzzy speed with Extra Bit
Type: Patch
Description: Setting an extra bit on Sparky/Fuzzy will make it go twice its normal speed, similar to the Sparks in Super Mario Bros 2.

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Don't eat the sandwich
It's been three months that my previous requests aren't claimed yet and I'm still waiting. So I'm gonna do another request

Name: Wendy Koopa Super Mario World original based graphics adapted
Type: Boss Sprite
Description: Is a boss acting like Super Mario Bros 3 and Super Mario Maker 2. She throws rings with her wand.
Mario bounces on Wendy and she ceillings to the player like Ludwig original boss. Also Wendy has the same death animations from the original Super Mario World game as Ludwig, Morton and Roy when he is bounced the first and the last time like the original boss. The rings disapear when Mario jumps on Wendy the last time before she dies.
Also in extra bytes could be phased specifically for future boss in whichever order (at least one ring disapear when the number of rings depending of the extra byte. Example: in the 1st extra byte, when Wendy throws two rings, only disapear one ring and Wendy throws another ring like New Super Mario Bros Wii Wendy Boss Tower Scene)
1st = She throws one ring. When is bounced the first time, she throws two rings and when is bounced the second time, she throws three balls.
2nd = She throws two rings. When is bounced the first time, she throws three ring and when is bounced the second time, she throws four balls.
3rd = She throws two rings. When is bounced the first time, she throws three ring, but faster and when is bounced the second time, she throws four balls, but faster.

References:
- Wendy Koopa Graphics Download
- Wendy Koopa Demostration and Moveset (Only take the NSMBWii moveset for the Idea)
Originally posted by DaHitmenGuy
It's been three months that my previous requests aren't claimed yet and I'm still waiting. So I'm gonna do another request

Name: Wendy Koopa Super Mario World original based graphics adapted
Type: Boss Sprite
Description: Is a boss acting like Super Mario Bros 3 and Super Mario Maker 2. She throws rings with her wand.
Mario bounces on Wendy and she ceillings to the player like Ludwig original boss. Also Wendy has the same death animations from the original Super Mario World game as Ludwig, Morton and Roy when he is bounced the first and the last time like the original boss. The rings disapear when Mario jumps on Wendy the last time before she dies.
Also in extra bytes could be phased specifically for future boss in whichever order (at least one ring disapear when the number of rings depending of the extra byte. Example: in the 1st extra byte, when Wendy throws two rings, only disapear one ring and Wendy throws another ring like New Super Mario Bros Wii Wendy Boss Tower Scene)
1st = She throws one ring. When is bounced the first time, she throws two rings and when is bounced the second time, she throws three balls.
2nd = She throws two rings. When is bounced the first time, she throws three ring and when is bounced the second time, she throws four balls.
3rd = She throws two rings. When is bounced the first time, she throws three ring, but faster and when is bounced the second time, she throws four balls, but faster.

References:
- Wendy Koopa Graphics Download
- Wendy Koopa Demostration and Moveset (Only take the NSMBWii moveset for the Idea)

I'm pretty sure that you can only have one request active at a time, so unless you're cancelling your previous request, you have to wait for your previous request to be fulfilled before you can make a new one

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"What's 9 + 10?"
-Jah
Originally posted by ModernKiwi
I'm pretty sure that you can only have one request active at a time, so unless you're cancelling your previous request, you have to wait for your previous request to be fulfilled before you can make a new one

I have 30 days limited for create another request according the rules of this forum, so that's why I wait for 30 days or more to make another if my previous request isn't unclaimed yet. My last request before now was October 1st
Originally posted by ModernKiwi
I'm pretty sure that you can only have one request active at a time, so unless you're cancelling your previous request, you have to wait for your previous request to be fulfilled before you can make a new one


To just quote the rules.
Originally posted by Rules
5. No more than one unclaimed request per 30 days.

He has been following this even though his previous ones where not fulfilled his requests are spaced 30 days apart.
Oh okay, I thought the rule was that you could not have more than one request active at a time.
Thanks for clarifying!

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"What's 9 + 10?"
-Jah
Originally posted by Golden Yoshi
Name: Portable TNT with Flash Before Explosion
Type: Sprite
Description: Can I get an edit of this sprite with the addition that it flashes (similar to a Bob-Omb) before exploding?


How's this?

Added some defines for how fast / when it starts blinking too.
Name: Camera Scroll Block
Type: Block
Description: A (invisible) block that acts like 25. When Mario touches it, it tricks the game into thinking that Mario landed on a surface to make the camera scroll accordingly. I hope this makes sense!?!
References: -

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Mario Quits - My Kaizo hack in progress
@DasFueller: here's the code (save as ASM and insert with GPS):

Code
db $42

JMP Mario : JMP Mario : JMP Mario
JMP Return : JMP Return
JMP Return : JMP Return
JMP Mario : JMP Mario : JMP Mario

Mario:
LDA #$80		;load value
STA $1404|!addr		;store to vertical scroll flag.

Return:
RTL			;return.

print "Makes the camera scroll to the player's position vertically as if they have landed somewhere."


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MK2TDS
Name: Sprite with customizable action on defeat
Type: Sprite
Description: A sprite that executes a particular action when completed (I'm specifically looking for teleporting the player and killing the player actions but there could be more if desired). You can specify the exact enemy it generates and the action it executes once defeated in the ASM file or in the extended info
Since its been 30+ days since my last post ill make a new one.

ive also seen quite a few people interested in the idea of this sprite when I showed off the concept art I was doing for it so I'm sure many can find a use for it.

Name: charvaargh/Bone coaster mix

Type: sprite

Description: A sprite named after the Charvaargh from other mario titles which jumps our of lava/liquids in an arch pattern while following/blocking the player but can be walked on/ridden (in some cases)
if accepted and extra details wanted feel free to ask

Included isa video of the SMM2 charvaargh, and an example of the different colors the sprite would likely take depending on biome/theme used and its settings (still a WIP)

Name: Turtle Platforms from Ganbare Goemon: Uchuu Kaizoku Akogingu.

Type: Sprite

Description: A 32x32 platform that can move left, right, up or down. Maybe with extra bytes, you can define its direction or using extra bit set or not.The platform would interact like a normal platform, while the turtle below it would act like a tile 25. Diagonal movement is optional. Would be nice if speed could be customizable too. If is not viable, then disconsider this request.

References

Here's an edited version of the original sprite:



It's way larger in the original game, but a friend of mine, helped me to make it fit a 32x32 space. Also, it's only one frame, so it shouldn't be too hard, I think.

Zoomed in:




How it works in the original game:

Platform in action part 1

Platform in action part 2

In the these two timestamp from this same video, you can see the platforms in action.
Pages: « 1 29 10 11 12 13 14 15 16 17 » Link
Forum Index - Sunken Ghost Ship - Display Case - The ASM Request Thread

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