(DECAF for short)
Welcome, welcome! Don't have much to show off this time in C3, but what I can say is I decided to code a bunch of ASM that's...well, cursed. Some of these are old concepts that came from R-ACK, some from R-ACK itself, many brand new. These are mostly blocks and UberASM as my sprites are either private or are very messy. Either case, here's my showoff! Don't worry, I have thrown in some genuinely cool stuff as well.
DAY #1:
Every Switch Palace Switch [Blocks, UberASM, and Patch]
So you're in need of more than four Switch Palaces? Is six enough? Eight? Ten? ...Twenty? You're thinking too low...this pack makes it possible to have 56 Switch Palaces! This is possible thanks to the patch with makes it so regular Switch Palace SRAM is used to store 28 more switch palaces, then top that off with the other three extra vanilla SRAM values (which fits another 24 switch palaces), that results in the total without the need of SRAM Plus. Every switch palace runs in the same sublevel to prove that you can press them in any order, just like how it was in R-ACK.
Realistically you're not going to need more than...what? Eight? Ten if you're really wanting to push switch palaces to be a big deal? R-ACK used 16 plus the vanilla four since the joke was you didn't need a gigantic amount of switch palaces since having to hit every single one for the gateway level felt very obnoxious. It was there as a warning, basically :). Still, I went the full 9 yards and used every possible combination imaginable because, to quote Cave Johnson, "it's not about why, it's about why not?!" Just don't be surprised if you try to recreate "This Level Contains EVERY Switch Palace Switch 2" with all 56 switch palaces and not get some stink eyes and angry moderators moderating your hack. I guess it's possible to have the switch palaces be used at the end of each level in an open ended 56 level hack with a final level requiring all of them.
Since I really doubt you want every single one, the ZIP includes 4 versions:
- The Eight Pack (Four Extra Palaces)
- The R-ACK Pack (Sixteen Extra Palaces)
- The Double Pack (Twenty-Eight Extra Palaces)
- The Ultimate Pack (Fifty-Two Extra Palaces)
The only difference between the three is different UberASM files, different Map16s, different MWL files, and Block Lists.
The pack contains the patch required for this to work (assuming you aren't forcing the player to hit the vanilla ones first), every combination of block that is solid when the place is active, an UberASM file that automatically sets the SRAM to manual triggers to have proper visuals on the switch palace solid blocks, an mwl to set up the SRAM-to-manual trigger exanimation proper, and I pre-set up every combination of HammerBrother's 32x32 Switch Palaces so you don't have to set it up yourself.
This is more for intermediate hackers, but even if you just use the patch as is, it's still useful since you can now use the remaining switch palace SRAM "bits" without affecting the actual switch palaces. Now, the switch palace will only detect the very first bit (xxxxxxx0) instead of checking if it's "not 00", which means you can use the other bits to save other data to the save file. This is very useful if you are avoiding SRAM Plus since it breaks on SNES Classic.
[Download]
[Romhack] - A sequel to "This Level Contains EVERY Switch Palace Switch". Can you survive all 56 exits?

Now of course, the only downside to using HammerBrother's switch blocks is unless you have a sprite or uberasm that deletes the tiles during level load or screen load, they will not disappear like the regular switch palaces nor will they load pre-pressed. I wouldn't mind if someone experienced with ObjecTool could create proper "vanilla styled" switch palace switches and blocks that behave properly and release them since all they really need is the patch. But for now, this is what I'm able to do for the public release.
---
Two Worlds [UberASM]

real final has a sublevel that teleports Mario between the left side and right side automatically in a vertical shaft, and this is the ASM responsible for it. While very easy to explain, the result gives an experience that is very hard to keep track of. In the code itself you may tone down how fast you get warped, and an mwl including the "white outline" indicator controlled through Manual Triggers. It's very cursed, but could make for very interesting levels.
[Download]
---
Directional ON/OFF [UberASM]

An unused gimmick in R-ACK's folder, this gimmick explains itself...somewhat. You face left, the switch is ON. You face right, the switch is OFF. Very simple, but it's another gimmick made to mess with people's heads. It's a very simple code, but it's still nice to have for a release.
[Download]
---
RNG Up Pipe [Block]

This horrid block randomizes the chance of you going up the already infamous up pipe. Basically it's random chance whether or not you will be able to enter the pipe. You can increase or decrease the chances by changing the !CHANCES define (currently it is a 12.5% chance). Basically, use with caution.
[Download]
DAY #2:
Metroid Escape Sequence Timer [UberASM]



Coded by Mellonpizza for Krack The Hack, polished up for release by me. I appreciate him letting me release it since it's a really nice timer. This timer mimics the one from Super Metroid. You can put any code in it for whenever the timer runs out (runs every frame unless it pauses all animation [like dying or teleporting]), or you can make it a stopwatch and have it count upwards. Can be placed anywhere on the screen, and can even be moved with FreeRAM. Resets every time you're on the overworld. See file for how to have it work for Retry Patch.
Since this uses sprite tiles, I recommend using it for places that don't have a lot of extended sprites to spawn.
[Download]
---
Drunk Camera [UberASM]


The exact same UberASM from R-ACK, only without the background and hdma stuff. Released by request. There's an option to fix the sprite spawning just in case you don't want it like how R-ACK handles it.
[Download]
---
Vertical Displacer [Block]

A block that displaces Mario vertically above or below a specific amount when you touch it.
[Download]
Unfortunately that's it for this C3. I had originally planned to do more, but I've been distracted by A Plumber For All Seasons haha. Happy C3 my friends, it's never good bye, it's always a "see you later"!
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
(rip my other userbars momentarily)


Welcome, welcome! Don't have much to show off this time in C3, but what I can say is I decided to code a bunch of ASM that's...well, cursed. Some of these are old concepts that came from R-ACK, some from R-ACK itself, many brand new. These are mostly blocks and UberASM as my sprites are either private or are very messy. Either case, here's my showoff! Don't worry, I have thrown in some genuinely cool stuff as well.
DAY #1:
Every Switch Palace Switch [Blocks, UberASM, and Patch]
So you're in need of more than four Switch Palaces? Is six enough? Eight? Ten? ...Twenty? You're thinking too low...this pack makes it possible to have 56 Switch Palaces! This is possible thanks to the patch with makes it so regular Switch Palace SRAM is used to store 28 more switch palaces, then top that off with the other three extra vanilla SRAM values (which fits another 24 switch palaces), that results in the total without the need of SRAM Plus. Every switch palace runs in the same sublevel to prove that you can press them in any order, just like how it was in R-ACK.
Realistically you're not going to need more than...what? Eight? Ten if you're really wanting to push switch palaces to be a big deal? R-ACK used 16 plus the vanilla four since the joke was you didn't need a gigantic amount of switch palaces since having to hit every single one for the gateway level felt very obnoxious. It was there as a warning, basically :). Still, I went the full 9 yards and used every possible combination imaginable because, to quote Cave Johnson, "it's not about why, it's about why not?!" Just don't be surprised if you try to recreate "This Level Contains EVERY Switch Palace Switch 2" with all 56 switch palaces and not get some stink eyes and angry moderators moderating your hack. I guess it's possible to have the switch palaces be used at the end of each level in an open ended 56 level hack with a final level requiring all of them.
Since I really doubt you want every single one, the ZIP includes 4 versions:
- The Eight Pack (Four Extra Palaces)
- The R-ACK Pack (Sixteen Extra Palaces)
- The Double Pack (Twenty-Eight Extra Palaces)
- The Ultimate Pack (Fifty-Two Extra Palaces)
The only difference between the three is different UberASM files, different Map16s, different MWL files, and Block Lists.
The pack contains the patch required for this to work (assuming you aren't forcing the player to hit the vanilla ones first), every combination of block that is solid when the place is active, an UberASM file that automatically sets the SRAM to manual triggers to have proper visuals on the switch palace solid blocks, an mwl to set up the SRAM-to-manual trigger exanimation proper, and I pre-set up every combination of HammerBrother's 32x32 Switch Palaces so you don't have to set it up yourself.
This is more for intermediate hackers, but even if you just use the patch as is, it's still useful since you can now use the remaining switch palace SRAM "bits" without affecting the actual switch palaces. Now, the switch palace will only detect the very first bit (xxxxxxx0) instead of checking if it's "not 00", which means you can use the other bits to save other data to the save file. This is very useful if you are avoiding SRAM Plus since it breaks on SNES Classic.
[Download]
[Romhack] - A sequel to "This Level Contains EVERY Switch Palace Switch". Can you survive all 56 exits?
Now of course, the only downside to using HammerBrother's switch blocks is unless you have a sprite or uberasm that deletes the tiles during level load or screen load, they will not disappear like the regular switch palaces nor will they load pre-pressed. I wouldn't mind if someone experienced with ObjecTool could create proper "vanilla styled" switch palace switches and blocks that behave properly and release them since all they really need is the patch. But for now, this is what I'm able to do for the public release.
---
Two Worlds [UberASM]
real final has a sublevel that teleports Mario between the left side and right side automatically in a vertical shaft, and this is the ASM responsible for it. While very easy to explain, the result gives an experience that is very hard to keep track of. In the code itself you may tone down how fast you get warped, and an mwl including the "white outline" indicator controlled through Manual Triggers. It's very cursed, but could make for very interesting levels.
[Download]
---
Directional ON/OFF [UberASM]
An unused gimmick in R-ACK's folder, this gimmick explains itself...somewhat. You face left, the switch is ON. You face right, the switch is OFF. Very simple, but it's another gimmick made to mess with people's heads. It's a very simple code, but it's still nice to have for a release.
[Download]
---
RNG Up Pipe [Block]
This horrid block randomizes the chance of you going up the already infamous up pipe. Basically it's random chance whether or not you will be able to enter the pipe. You can increase or decrease the chances by changing the !CHANCES define (currently it is a 12.5% chance). Basically, use with caution.
[Download]
DAY #2:
Metroid Escape Sequence Timer [UberASM]
Coded by Mellonpizza for Krack The Hack, polished up for release by me. I appreciate him letting me release it since it's a really nice timer. This timer mimics the one from Super Metroid. You can put any code in it for whenever the timer runs out (runs every frame unless it pauses all animation [like dying or teleporting]), or you can make it a stopwatch and have it count upwards. Can be placed anywhere on the screen, and can even be moved with FreeRAM. Resets every time you're on the overworld. See file for how to have it work for Retry Patch.
Since this uses sprite tiles, I recommend using it for places that don't have a lot of extended sprites to spawn.
[Download]
---
Drunk Camera [UberASM]
The exact same UberASM from R-ACK, only without the background and hdma stuff. Released by request. There's an option to fix the sprite spawning just in case you don't want it like how R-ACK handles it.
[Download]
---
Vertical Displacer [Block]
A block that displaces Mario vertically above or below a specific amount when you touch it.
[Download]
Unfortunately that's it for this C3. I had originally planned to do more, but I've been distracted by A Plumber For All Seasons haha. Happy C3 my friends, it's never good bye, it's always a "see you later"!
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
(rip my other userbars momentarily)

