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The ASM Request Thread
Forum Index - Sunken Ghost Ship - Display Case - The ASM Request Thread
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My last request was answered.

Name: Always enter Level in ON State
Type: Patch
Description: When you go from one level to another through a screen exit, the new level will adopt the ON/OFF state from the previous level. But I want a level to always start in ON state, even if you enter it through a screen exit.
References: -

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Mario Quits - My Kaizo hack in progress
Originally posted by DasFueller
My last request was answered.

Name: Always enter Level in ON State
Type: Patch
Description: When you go from one level to another through a screen exit, the new level will adopt the ON/OFF state from the previous level. But I want a level to always start in ON state, even if you enter it through a screen exit.
References: -

You can do that with a simple UberASM:
Code
init:
	stz $14AF|!addr
	rtl

Insert it in game mode 12.
Name: Reverse Gravity
Type: Uberasm
Description: Reverses the player gravity. Making they walk in the ceiling. May invert the controls or not, if it's too hard to implement. Enemies do not need to be affected.
Originally posted by Anorakun
Name: Reverse Gravity
Type: Uberasm
Description: Reverses the player gravity. Making they walk in the ceiling. May invert the controls or not, if it's too hard to implement. Enemies do not need to be affected.

There's a reverse gravity patch here, with some of the files insertable with UberASM.
It's been five months that my previous requests aren't claimed yet and I'm still waiting. So I'm gonna do another request

Name: Cooligan Super Mario Maker Style
Type: Sprite
Description: A penguin based of New Super Mario Bros Saga that slides on the floor, is like the lemguins from Donkey Kong 3. They can bounced two times, the first jumps on the glasses and then can fall when the cooligan doesn't have glasses, is also like bounces Rex two times. They can defeated by fire flower.
References: The link of the graphics by SealLoverYT, Video demostration 1, Video demostration 2.
Name: Map16 Shifter Block Thingy
Type: Block
Description: When the player hits the block from under (like a ? block), every layer 1 tile gets shifted 1 slot in the map16. This might seem weird and buggy, but I need it for a level in my hack.
Originally posted by ModernKiwi

Name: Per-Level/Per-Submap Goal Songs.
Type: Patch
Description: A patch that would allow the player to pick a song to play once a level's goal has been reached, on a per-level or per-submap basis. Could be useful if you want to have a goal song that fits a particular kind of level, but you don't want that song to play after every level.

References: This patch by Erik should be a good starting point.

Bumping this since it's been a month since I put up the request.

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"What's 9 + 10?"
-Jah
Name: Wario Dash Shatter Block
Type: Block
Description: A solid block that can only be destroyed by using Wario's Dash from this UberASM code
Gonna bring back this request.
Originally posted by King Mayro
Name: You VS. Boo Smiley and Angry blocks

Type: Block as the title implies (And/or Optional sprite)

Description: The Smiley and Angry face blocks from Super Mario Bros. DX (GBC). They function closely to the on/off blocks, but have some differences in variations... speaking of which... The Smiley and Angry blocks have two variations. One, the smile/anger block is a timer. Three seconds to be exact. Once the timer finishes, the blocks will shift colors. Two, the block is a dangerous spike block... and a normal block. on red, the block will become a spike. On white, the spike will become a block that is traversable.

References:

Normal Gameplay


Extra: If you could make the Boo from the same minigame it'd be nice. (swapping the blocks, and when reaching the end of the level [When it reaches the final screen of the level] it wins, sending you to back to the overworld)

GFX and Palette:

GFX

Pal

Map16




Name: Wind Generators
Type: Sprite
Type of Sprite: Generator
Tool: Pixi
Graphics (optional): simple falling leaves
Description: a simple generator that produces wind, like in World A-3 from SMB:LL, It pushes the player towards the Left OR Right.

Additional Info: this sprite used to be listed on here before the advent of Pixi, but i don't see it.

for this sprite, i request these changes
1) can be turned off with sprite D9 and or D2
2) 2 separate sprites (one for left/right, one for up/down, the extra bit will determine which way the wind blows)

https://www.youtube.com/watch?v=hGjzzV9Z_fg
(skip to 0:50)
thank you
Yoshi Spawner
Asm, sprite, or generator
Sprite 35 and extra bits

1) checks if you started the level with yoshi

2) checks the type of yoshi you had in starting map or submap

3) checks whether or not the player still has yoshi.

4) to spawn that yoshi.

(Bonus) if yoshi hurt flag or times flag was activated . Makes it NOT spawn yoshi.

Too make levels that use yoshi abuse, fight/reward said abuse, and give that yoshi the choice to come back.

Request can be intricate, and innovation welcome.
But, would happily accept the vanilla.

*Edited to comply with rule 7*
Name: Bigger Timer
Type: Patch
Description: Made the timer using big number.
References:


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My native language is Chinese. My English is not good.
Vanilla Mario World v0.02b needs test player!
My poor Touhou skill record
Name: Wario Boss
Type: Sprite
Description: Eh, this might be kinda complicated. I'm making a joke/VIP style hack and I really want an over-the-top showdown against Wario at the end but I haven't much ASM knowledge. I suppose it doesn't matter which graphics you use as long as he's bigger than Mario. I want the fight to center around Mario dodging shoulder bashes and ground pounds and stuff. Considering he'd be an end boss go all out on difficulty.
Originally posted by Cobsters
Name: Wario Boss
Type: Sprite
Description: Eh, this might be kinda complicated. I'm making a joke/VIP style hack and I really want an over-the-top showdown against Wario at the end but I haven't much ASM knowledge. I suppose it doesn't matter which graphics you use as long as he's bigger than Mario. I want the fight to center around Mario dodging shoulder bashes and ground pounds and stuff. Considering he'd be an end boss go all out on difficulty.


How about using this "Wario Land 4" Graphic?
HEY,LISTEN



Request
Name: VLDC9-Style Overworld Indicators
Type: Patch
Description: Exit and Yoshi coin indicators for the OW.

Example


The current one on the website has great functionality, but I like the simplistic style of the VLDC9 ones (simple check marks and coin). ASM that could mix the two (simple style with support for ~4 exits (regular and up to LM's 3 secret), plus Yoshi coin collection.



Name: Sprite ON/OFF Block
Type: Sprite
Description: A regular ON/OFF Block but in sprite form. Has a customizable palette. Animation optional. Would greatly appreciate it if it included the bounce animation, but the bounce would show the state from after the hit. For example: If the state is currently ON, then the bounce animation from hitting it again would be OFF, and vice versa.
GFX:
Originally posted by Epic_stuff
Name: Sprite ON/OFF Block
Type: Sprite
Description: A regular ON/OFF Block but in sprite form. Has a customizable palette. Animation optional. Would greatly appreciate it if it included the bounce animation, but the bounce would show the state from after the hit. For example: If the state is currently ON, then the bounce animation from hitting it again would be OFF, and vice versa.
GFX:

Exit:P-Switch And On/Off Blocks Sprite

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𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪𝄪
Name: Boss Bully (SM64)
Type: Sprite
Description: A re-coding of the Bully sprite found here, but with the ability to set their hitpoints to a customizable value. If they fall in lava, they come back onto land in an arc, preferably with customizable defines to set how big the arc is.

If it falls to the left, it rises up and right. If it falls to the right, it rises up and left.
Name: Clean Status Bar/Sprite Item Box.
Type: Patch and/or UberASM.
Description: Identical from the SMW Bowser Fight gimmick. It disables everything from the Status Bar, unless if you Pickup more than one Powerup, that will spawns a Item Box (a Sprite version) helding It.
References: Here's are a Edited Screenshots showing what it will looks like in-game:


For preference, I would like if the Sprite of the Item Box wasn't be Dynamic. Here's the .BIN file (It changes the Smile Coin from the Coin Game Cloud).
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.
Pages: « 1 213 14 15 16 17 » Link
Forum Index - Sunken Ghost Ship - Display Case - The ASM Request Thread

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