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What got you into making ASM?
Forum Index - Donut Plains - General Discussion - What got you into making ASM?
Pages: « 1 »
Inspired by Hooded Edge's thread, if you've made ASM, what got you interested in it?

For me, it was carol. I saw what he did with Brutal Mario and I decided that I should try to learn programming to try to do things like he did for my hacks. I then took a computer science class and learned quite a bit of stuff, which helped me get started with ASM later on! It ended up taking me like 7 years since then to start a hack for reals though. Nowadays, I've added many other people to my list of inspirations, and I hope to reach their level someday!

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HackPortsASM
I've messed with a couple sprites/patches here and there. The two inspirations that come to mind for ASM would be Ersanio and Sonikku back when I was first getting into romhacking, as I was always astounded by their creations. Can't even count the times I watched their YouTube videos on repeat. Don't have a lot of time at this point in my life to dedicate to a hobby like this, but very soon I would like to get back into sprites again!
I forgot what made me want to learn ASM - it was probably curiosity in general, not a concrete goal or single source of inspiration - but what did make me learn it is Schwa's ASM Tutorial, back in 2008. It all felt very foreign but also very reasonable and I had a lot of fun learning the mindset, and it's served me well for all the computer sciency things I've come across since.

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When I started hacking by 2010 or so I was amazed by ASM with Brutal Mario and such and seeing people who weren't much older than me make impressive stuff was quite inspiring. 5 years forward I still had a lot of free time and decided I'd finally try and tackle some tutorials. Some custom blocks came out of that.

This year quarantine gave me 6 or 7 months of a lot of free time, so I returned to SMWC's Discord. I kept tabs with the #asm channel since I thought I had some ability to help out in a minor way, and started learning a lot of new things. I learned how patches worked in theory and started putting patch making to practice. SMW started to interest me a lot and I started making assorted ASM for fun, eventually learning sprites and making another handful of things.

My free time is now gone and I don't think I'll ever have it again the way I had it this year, and I hardly can devote myself to ASM programming without that free time.
Mainly through hacks like Brutal Mario (come on, everyone was inspired by it), the VIP series, :P :P :P, A Strange Mission, etc. and by various people like Ersanio, Roy, Yoshicookiezeus, Sonikku, etc. which inspired me to do SNES ASM (and programming in general).

I don't remember when I learned ASM, though, but I think it was with Ersanio's ASM tutorial where I made my first advancements + tutorials such as Iceguy's tutorial.
The second advancement was to read the SNES Developer Manual but I don't know when I read that. It must be either by learning how CC-DMA works (where the SA-1 readme redirected to) or by the second ASM Workshop (which contributed to my ASM skills a bit as well). That made me learn about stuff like about Mode 2 which made me realise how certain games managed certain effects (everyone talks about Yoshi's Island but the train stage of Tiny Toon Adventures makes use of Mode 2 as well).

Starting a couple years ago (when I started to used BSNES+ as my primary debugger), I was interested in how games handle certain effects which is why I investigated them with a debugger (and still do). The result: I learned how Yoshi's Island handles its colour gradient and parallax HDMA (which brought birth to "Scrollable" HDMA Gradients and Parallax HDMA Toolkit), I learned how SMB3 (SMAS) handles transparent water graphics (colour half-addition on layer 3 and sprites and layer 1 are both on mainscreen and subscreen) and how Super Metroid handles dark rooms (though I have speculated that it used colour subtraction especially since I noticed those rooms use two foreground layers years ago).

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
Starting a couple years ago (when I started to used BSNES+ as my primary debugger), I was interested in how games handle certain effects which is why I investigated them with a debugger (and still do). The result: I learned how Yoshi's Island handles its colour gradient and parallax HDMA (which brought birth to "Scrollable" HDMA Gradients and Parallax HDMA Toolkit), I learned how SMB3 (SMAS) handles transparent water graphics (colour half-addition on layer 3 and sprites and layer 1 are both on mainscreen and subscreen) and how Super Metroid handles dark rooms (though I have speculated that it used colour subtraction especially since I noticed those rooms use two foreground layers years ago).

That's really interesting. Guess you like set a register as a breakpoint (or its mirror) and step through the code. I'll try to keep that in mind.

Personally Modes 2-6, I learned from IsoFrieze/dots' video on the subject in Retro Game Mechanics Explained. Mode 0, I found out about it through Lightest.

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HackPortsASM
I don't have an exciting story.
I learned ASM just to be able to fix some blocks or create some blocks I wanted back in the BTSD days well before blockreator.
I saw DKC2 K. Rool Boss Fight (from DKC2, not brutal mario) and i wanted to make a cool boss.
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Forum Index - Donut Plains - General Discussion - What got you into making ASM?

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