Banner
Views: 853,841,093
Time:
29 users online: AnEvilGhost, autisticsceptile1993, Ayami, AyGaAlPa, Carld923, Connnnair, Darolac, Earthling, ExONightZ, Janno27, JDC,  Lazy, Linatic, lustreflux, lx5, MegaSonic1999, NewPointless, nickofzo, Para_0, PineSkyz, qantuum, RPG Hacker, Runic_Rain, Samantha,  Sinc-X, Super Wario Man, teotaylor, Von Fahrenheit, Zareption - Guests: 104 - Bots: 72 Users: 47,115 (2,477 active)
Latest: Eber
Tip: Use Gopher Popcorn Stew to insert custom blocks into your hack.Not logged in.
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 »


Originally posted by Blizzard Buffalo
Aaaaaaaaaaaaand, it's gone.

Well... You tried.

It's cause there was a pretty major issue with it that caused it to get rejected. Just give him a little bit of time to fix it, probably; if he doesn't get back to it, you can probably just repost the request so someone else can take it.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by CalHal
Name: Fast Falling Thwomps

Type: Patch (SA-1)

Videos: Seen in Kaos Islands, and Bowser's Final Kidnap.

Description: This patch allows all vertical falling Thwomps (including Thwomps that go upwards and Giant Thwomps for adding support) fall at a faster speed just like how SMB3 and the NSMB games did.


Can't you just take the existing thwomp disassembly and Tattletale's directional thwomps and change the speeds accordingly? You should be able to search the word 'speed' in the ASM files and come across at least two tables which dictate the X- and Y-speeds. One of the values in each table is negative, while the other is positive. Just change those according to your wishes. Hope you understood me there.

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

My Discord server. It has a lot of archived ASM stuff, so check that out!
I agree with what AnasMario130 suggested.

--------------------
You can download my VLDC12 entry Here - final update
I need a patch that makes mario on the overworld, have only 2 animations, one for him standing still, and one when he enters a level. If anybody would make the patch that would be greatly appreciated! thanks, and have a good day!
Quote
I need a patch that makes mario on the overworld, have only 2 animations, one for him standing still, and one when he enters a level. If anybody would make the patch that would be greatly appreciated! thanks, and have a good day!


If this is what you're looking to do...


...you could achieve this by editing GFX10 and pasting the forward-facing frames over the sideways and rear-facing frames.
SMWC members who have helped make Ganymede the hack I want it to be
Name: Yoshi House Credits Warp
Type: Patch
Description: send the player to a sublevel after "THANK YOU" shows up in the Yoshi house cutscene instead of loading the enemy cast list from the vanilla SMW game
References: $0C93B5 (This is where I think the code sends you to the enemy cast list but I am not totally sure.)

I made this patch for after you beat Bowser but the formula I used doesn't work in this situation. https://www.smwcentral.net/?p=section&a=details&id=23940


UPDATE: I figured it out and got it working. This can be closed.

--------------------
I used to put Mario figures in the pipes of my basement to send them on adventures. Plumber dug em out 27 years later. Mission complete I'd say.
A small heads-up for requesters: for organization's sake, please use the format presented in the rules in the first post.

--------------------
Twitter
The Easter request

Name: Easter Eggs
Type: Sprite
Description: It is a simple yellow Yoshi egg that hatches, but instead of baby Yoshi it gives a gift sprite, such as coin, Mushroom, or why not Star. Sprite number can be customised.
Use: To make an Easter-themed level.

Option (combination): If possible, compatibility with Koopster's coin hunt pack would be awesome. So I guess there would be a custom rolling coin sprite that triggers the coin hunt flag when grabbed.

We have a lot of time until next Easter. I like this idea.
Thanks in advance :)

--------------------
Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
Originally posted by Blizzard Buffalo
Request Name: Ground Pound Koopa
Type: Sprite
Tool: PIXI

Just convert the one from Romi's Sprite Tool into PIXI and SA-1


Resending this request.

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


Have a frost day~


Name: Bowser Bridge + Bowser
Type: Sprite
Description: The super mario all-stars: smb1 bowser bridge and bowser, when setting the extra bit, he will throw hammers like how he did in smb1

With sa-1 compatibility if possible

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



emojis on the post footers when


Originally posted by qantuum
The Easter request

Name: Easter Eggs
Type: Sprite
Description: It is a simple yellow Yoshi egg that hatches, but instead of baby Yoshi it gives a gift sprite, such as coin, Mushroom, or why not Star. Sprite number can be customised.
Use: To make an Easter-themed level.

Option (combination): If possible, compatibility with Koopster's coin hunt pack would be awesome. So I guess there would be a custom rolling coin sprite that triggers the coin hunt flag when grabbed.

We have a lot of time until next Easter. I like this idea.
Thanks in advance :)


pretty sure you can edit disassembly to spawn other sprites.
Name: Koopaling Defeated Warp
Type: Patch or UberASM
Description: Basically, I want it so when you defeat a vanilla boss from SMW, you get warped to a different level instead of the 'level complete' activating. So something similar to this, but with all of the other bosses in SMW. There's also this, so you could also just make something that cancels the level completion so that the 'Teleport on No Enemies' can do the rest of the work. Preferably, this should work with all of the original Koopalings and Reznor.

--------------------
Project: Learning How to Not Suck

Originally posted by Smibbix
Name: Koopaling Defeated Warp
Type: Patch or UberASM
Description: Basically, I want it so when you defeat a vanilla boss from SMW, you get warped to a different level instead of the 'level complete' activating. So something similar to this, but with all of the other bosses in SMW. There's also this, so you could also just make something that cancels the level completion so that the 'Teleport on No Enemies' can do the rest of the work. Preferably, this should work with all of the original Koopalings and Reznor.

There you go.

Edit: now the link works again, I resubmitted it after fixing the issues the first version had. Hope it works fine now.
Name: Lakitu cloud fix
Type: Patch
Description: a patch that will fix lakitu cloud when yoshi is riding in it. In the vanilla game the face on the cloud overrides yoshis turning animation so Yoshi disappears for a few frames. Just need something that maybe disables the turn animation or something when riding in the cloud.

--------------------
I used to put Mario figures in the pipes of my basement to send them on adventures. Plumber dug em out 27 years later. Mission complete I'd say.
Name: Playtime timer
Type: Patch
Description: Shows on the Overworld, how long have you been playing since you created the save
Layout by Koopster
Name: Earthquake Message Blocks

Type: Block

Description: A pair of blocks which work in conjunction with each other to create a message/earthquake effect.

Block 1: When hit by Mario from below, acts like a message box, displaying the first message of the current level
and then makes the screen shake continuously/for as long as possible after the message has been displayed, simulating an earthquake.

Block 2:
When the screen is not shaking, this block acts like a normal concrete block which Mario cannot pass through but when the screen is shaking, it shatters when touched by the player, similar to https://www.smwcentral.net/?p=section&a=details&id=4011

I tried my best to create these using Blockreator but I couldn't seem to find the right commands. Any help towards this would be greatly appreciated. Thank you
Well, SMWC doesn't have too much ground pound patches, so I will request one.

Name: Better Ground Pound
Type: Patch/UberASM
Description: A patch that allows Mario to do an ground pound, you can customize the pound speed, time before pounding, if it affects the entire screen or just acts as Yoshi jumping with an yellow shell on his mouth, if Mario can pound spiky enemies, and if the pound can hurt bosses.

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


Paper World!
My YouTube Channel

Coming soon!

Name: Line-Guided Grey Moving Castle Block
Type: Sprite
Tool: Romi's Spritetool/PIXI (both)
Description: Line-Guided Grey Moving Castle Block that will start moving right or down by itself, just acts like Line-Guided Brown Platform Disassembly 62.
References: None
Originally posted by WIKIDNEZ
Name: Earthquake Message Blocks

Type: Block

Description: A pair of blocks which work in conjunction with each other to create a message/earthquake effect.

Block 1: When hit by Mario from below, acts like a message box, displaying the first message of the current level
and then makes the screen shake continuously/for as long as possible after the message has been displayed, simulating an earthquake.

Block 2:
When the screen is not shaking, this block acts like a normal concrete block which Mario cannot pass through but when the screen is shaking, it shatters when touched by the player, similar to https://www.smwcentral.net/?p=section&a=details&id=4011

I tried my best to create these using Blockreator but I couldn't seem to find the right commands. Any help towards this would be greatly appreciated. Thank you


Both are ActAs 130

#1:
Code
db $42

JMP Main : JMP Return : JMP Return	; MarioBelow|Above|Side
JMP Return : JMP Return				; SpriteV|H
JMP Return : JMP Return				; MarioCape|Fire
JMP Return : JMP Return : JMP Return	; Corner|Body|Head

print "Earthquake"

Main:
	LDA $1887|!addr
	CMP #$00
	BNE Return			; From Main: to here just removes double-tap
	LDA #$01
	STA $7426
	LDA #$FF
	STA $1887|!addr		;|!Base7E
Return:
	RTL

Note: Can't hit this again until shaking stops (removes double-tap which shows message twice)
(this is as long as possible using a block only and no patches or UberASM)

#2:
Code
db $37

JMP Main : JMP Main : JMP Main	; MarioBelow|Above|Side
JMP Return : JMP Return				; SpriteV|H
JMP Return : JMP Return				; MarioCape|Fire
JMP Main : JMP Main : JMP Main	; Corner|Body|Head
JMP Main : JMP Main				; WallFeet|Body

print "Breaks on Earthquake"

Main:
	LDA $1887|!addr
	CMP #$00
	BEQ Return
	%shatter_block()
Return:
	RTL


Tested it on Clean and SA-1 but it breaks on my test ROM so there's a common patch out there that breaks it fyi.
Pages: « 1 2 3 4 5 6 7 8 »
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - The ASM Request Thread

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy