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Stuff I found in my laptop (+ small update)
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - Stuff I found in my laptop (+ small update)
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Hello.
I haven't worked on any project this time but it turns out I have a lot of unreleased resources lying around, gathered from the past year and a half or so, so I put most of them in a nice and compact zip file so I can release them here. Obviously, you should expect varying quality, especially in the music part. I'll submit whatever is up to moderation standards later, but for now here's the thing:
DOWNLOAD

There's 11 asm resources and 49 music ports, so now I'll go through everything quickly.

ASM

Overworld Warp Menu


This is a simplistic-looking menu that allows you to warp around on different OW spots. You can open it at any time on the overworld by pressing Select, and dismiss it with either Select or by pressing the "Exit" option (which can be removed, to not clutter up the menu). It's meant to be used as an easy way to backtrack in bigger hacks, but it can be also used to unlock new areas accessible only with this method. It works by unlocking new warp points after certain events have been triggered, so you can control when a certain warp will become accessible. Most stuff you see can be customized in the defines file, like the position of the various elements on the screen, how many options are displayed at once, and of course all the warp names and where they will take you. Additionally, you can have up to 253 (or 254? not sure) warp points. It uses layer 3 tiles, so it should work fine in most cases, and it only requires one custom 8x8 tile for the optional counter at the bottom right (also fun fact, the darken screen effect is the same used during the "game over" screen). Finally, it's all in a uberasm file, so it's easy to insert and remove.
(In the gif everything is unlocked just for demonstration purposes)

Fading Lights



A uberasm inspired by the classic "Blackout Basement" gimmick, but with the lights fading in/out instead of sudden changes. You can have both the usual lights that just go on and off periodically, or have them act based on some switch (ON/OFF, POW, Red Switch Block). You can also easily customize how bright and dark the lights will go, and how long the transitions will take.

Carryable Muncher


Exactly what the name entails.
Note: to sync the animation with the vanilla munchers, use slots 3,B,13,... Even then, sometimes they will start on the "wrong" frame of the animation, but this can be fixed by exanimating the blocks too instead of using the vanilla animation.

Extended sprites interact with blocks


A uberasm to make extended sprites (like baseballs, fireballs, etc.) trigger blocks (like ? blocks, ON/OFF, etc.). In the asm file you can set which specific extended sprites this effect will apply to. It currently only works on vanilla blocks (it uses the act as for custom blocks), but I plan on adding custom block support too (maybe making them execute the "MarioFireball" offset). Edit: I added it here.

Baby Yoshi explodes


A dumb uberasm that kills Baby Yoshi in an explosion when he doesn't eat for too much time.

Layer 2 Falls


Basically a disassembly of sprite ED, but in uberasm form. You can customize some parameters like speed, acceleration or even which layer the effect applies to (1 or 2).

Custom "High and Low" Tides


A patch+uberasm to change the "high and low" tides parameters per level. You can change how high and low the tide goes, how fast it moves and how long it passes between movements.

One Hit ON/OFF Switch


A very simple uberasm to make all vanilla ON/OFF switches in a level be one-use, by turning them into used blocks. I made this because I needed one-hit blocks but didn't like not having the bounce animation (although with this all switches will have this effect, so it's very situational).

Change sprites with ON/OFF


An old request that changes all spawned instances of a specific sprite to another one, and viceversa. I should expand this to allow for more than one pair to be switched, but I'm lazy sometimes.

Sprites jump when Mario jumps


Literally what the name says. It's silly and might be jank (or not work at all) with some specific sprites.

Bring items eaten by Yoshi through doors/pipes


A uberasm that stores whatever item is in Yoshi's mouth through a room transition. Might be useful if you need this only in specific levels, or you just don't want to use the "Carry Sprites Through Doors and Pipes" patch.

Green Bean Raft

See here.


Music

  • Actraiser: I started working on this OST shortly after the Super Metroid one, but got bored with it halfway through, and here's what I got done. I guess since now soundtracks are not accepted anymore I'll just submit the songs I have individually.
  • Alcahest: mostly requests for a hack, and additional items for my Alcahest soundtrack project (I don't really have a project, but since I'm the only one doing them I might as well make it seem an important thing).
  • Earthworm Jim 1&2: most of them are just SPC2MML ports with a huge insert size and that barely work (also kind of janky with sound effects). The two good ones, which are actual ports, are "For Pete's Sake" and "Lorenzen's Soil".
  • Waterworld - Diving: a small update to this port, with some minor fixes and added an optional echo setting. Also included a version with a shorter intro.
  • Tempest - Acidjazzed Evening: the port I used for VLDC12. 80% of the work was done by it2amk, and it's not optimized very well (insert size is like 0x5000 or something dumb like that).
  • Time Trax - Mission Briefing: a port from the never released game for the Genesis, and only soundtrack for this console where Tim Follin worked on. I don't love the port, but it's mostly not that bad, so here it is I guess. I originally ported it for my KLDC 2020 level.
  • Pokémon DPPt - Eterna Forest: my Super Famicompo 2 submission, unchanged. You can't actually insert this in SMW (well, you can't even compile the SPC with a normal AMK build lol), I just included it in case someone wants to do something with it or wants to use the samples. Also yeah, both the text and the sample folder are a huge mess, sorry.
  • Final Fantasy VII - Fighting: not super accurate, I rememeber using some random midi found online. I like the FF6 samples though.
  • Energy Breaker: this game has got a lot of good tunes and great RPG samples, I'm surprised there's very few ports from it in the section.
  • Streets of Rage 2 - In the bar: kind of a weird port, I basically copied the drum loop from this port and since it didn't sound too bad I left it like that.
  • Mega Man 9 - Concrete Man: a simple port of this song using MM7 samples. Originally ported for MDBattleFrog's KLDC 2020 level.
  • Star Fox - Slot Machine: epic port used in idol&medic's KLDC 2020 level, "Circadian" (in the
    Klungo
    room).
  • DKC2 - Donkey Kong Rescued, MM&B - Coldman, Sonic 3 - Final Boss, Terranigma - Dark Side Field: various ports I did but someone else submitted before I could. Just putting them here for completeness, but other than that they're mostly the same as the ones in the music section.
  • Everything else: there's stuff from Killer Instinct, Contra 3, Ninja Warriors, Street Fighter 2, TMNT IV, etc. I don't have anything worthy to say about those, you will have to just see for yourself. :)



If you got here, you're a super player!! Anyway, I hope you like at least some of this stuff and have a nice C3!

Pretty nice stuff here, i specially like the fading lights and the muncher
C3 Stuff:
Ports - Graphics - Demo
These are really nice things. I really like the warp menu it seems like a nice thing that you could use for an open collab hack or to be turned on after the last level so you could go back and explore things easier.
Love all of this ASM! Overworld Warp looks very useful, and I can imagine something like Carryable Munchers or Exploding Baby Yoshi leading to some great Kaizo setups. Thanks for releasing all this!
Those are some very interesting resources you've got there KevinM! I especially like the fading lights and the code that makes extended sprites interact with blocks. I wouldn't be surprised at all if someone uses the latter to make a level similar to World 9-7 from New Super Mario Bros. Wii (the one with the frozen coins and Munchers that can be defrosted by both player fireballs and enemy fireballs) once you get around to adding custom block support for that code.

Out of sheer curiosity KevinM, have you considered using the fading lights code to make a level initially dark, while having an enemy that temporarily brightens the area when hit with something, like in the DKC3 level Floodlit Fish (note: I'm not requesting an enemy to do that, although now that I think about it, I think someone may have already done it)? I have a funny feeling that level's concept would be fairly easy to replicate in SMW using the fading lights code.
that overworld warp menu is all kinds of sexy.

that acidjazzed evening port is still off the shits, optimized or not. i may or may not give it a steal 🦍

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It always is interesting to see how much stuff you can make with only UberASM. My personal favourites are Overworld Warp Menu Overworld Warp Menu (practicability), Fading Lights (I just love colour maths) and Baby Yoshi Explores (silliness).

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Okay, my layout looks ugly.
The amount of creative resources here is pretty impressive. I especially like the uberasms, mainly because their lack of intrusiveness compared to patches. The overworld warp menu is really nice. I also made those custom "High and Low" tides, but it's also stuffed somewhere in my laptop #smrpg{:3}.
Very cool stuff. The ports all sound pretty nice, and there's some very useful UberASM code!

That Eterna Forest port is excellent #wario{:peace:}
so many ports, you maniac #lm{sprites}

i don't have much to say about the snes ports, other than i am surprised to have never heard of power piggs and those ports are certainly an interesting introduction to it! that time trax port is lovely (give yourself more credit!), and i also really love the eterna forest port. i'll refrain from commenting on a certain port here though ;)

lots of cool asm as well, and i expect those last few especially to get a lot of use in the near future

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soundcloud / bandcamp / twitter / battle of the bits / buy our album
Ah, too many to listen. You did a great job transcribing. I love the Ports when I'm listening in the dark room on a cloudy day? Nice job
Fanatical like a Demon
The jumping sprites reminds me of the purple Klapraps from DKC. The blursed Muncher is probably something I'll use just bc haha! Probably one of the best "last second digging and pulling" resource threads ngl. When I first read Earthworm Jim I was like, did the madlad do it? Seeing the SPC2MML stuff I was like, ah. Great nonetheless!
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
That overworld warp patch seems useful, especially for hacks that don't have a Star World or the equivalent.
oh my god a perfect port of Slot Machine. you have unleashed otherworldly forces
A brilliant port set and so too! #smrpg{<3}

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List Soundtrack - List Hacks
These are some incredibly fun, useful, and well-made resources. The smooth light shifting and the carryable Muncher are my favorites.
The overworld warp menu seems interesting

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Paper World!
My YouTube Channel

Coming soon!

This is a great pack of resources overall. I can see some creative uses of the ASM stuff and the ports are nice as usual.
Thanks to everyone for the nice words!

Originally posted by Ninja Boy
These are really nice things. I really like the warp menu it seems like a nice thing that you could use for an open collab hack or to be turned on after the last level so you could go back and explore things easier.

Yeah that was mostly my intended usage, but I also like the idea of using it to access new areas :P

Originally posted by DeppySlide
Love all of this ASM! Overworld Warp looks very useful, and I can imagine something like Carryable Munchers or Exploding Baby Yoshi leading to some great Kaizo setups. Thanks for releasing all this!

Yeah, the Baby Yoshi one was actually made for a Kaizo hack and it resulted in a neat level.

Originally posted by Knight of Time

Out of sheer curiosity KevinM, have you considered using the fading lights code to make a level initially dark, while having an enemy that temporarily brightens the area when hit with something, like in the DKC3 level Floodlit Fish (note: I'm not requesting an enemy to do that, although now that I think about it, I think someone may have already done it)? I have a funny feeling that level's concept would be fairly easy to replicate in SMW using the fading lights code.

You know, I forgot about that level but I reckon it should be fairly easy to adapt it to that: you'd just have to increment the timer by a certain amount in the sprite's code.

Originally posted by MarioFanGamer
It always is interesting to see how much stuff you can make with only UberASM. My personal favourites are Overworld Warp Menu Overworld Warp Menu (practicability), Fading Lights (I just love colour maths) and Baby Yoshi Explores (silliness).

Yeah exactly! I recently found some use cases of code not working in UberASM but working in sprite generator form, which made me wish we had a late frame uberasm option (like, right after all sprites have run).

Originally posted by Sinc-X
i am surprised to have never heard of power piggs

Weird, it's the objectively best game on the SNES :)

Originally posted by Sinc-X
that time trax port is lovely (give yourself more credit!)

Thanks a lot!

Originally posted by Sinc-X
i'll refrain from commenting on a certain port here though ;)

Oh yeah LOL I'm sure yours is better anyway.

Originally posted by LadiesMan217
When I first read Earthworm Jim I was like, did the madlad do it? Seeing the SPC2MML stuff I was like, ah. Great nonetheless!

Yeah I'm not actually that mad, but I'm happy I got at least 2 of them ported in a decent way.
Originally posted by KevinM
I recently found some use cases of code not working in UberASM but working in sprite generator form, which made me wish we had a late frame uberasm option (like, right after all sprites have run).

I agree. Uberasm is very versatile but it's still very annoying when some code doesn't work on it because of timing. Having that would allow for even more creativity with only uberasm.
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - Stuff I found in my laptop (+ small update)

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