Language…
4 users online: Koopster, lRichieBiersack, Ultramegagigantor, Zavok - Guests: 566 - Bots: 110
Users: 70,914 (2,290 active)
Latest user: foobuntu

What's your favorite asm(s) for SMW Hacking?

There's a lot of asm submissions hosted here, and along my growing career as a SMW hacker I've seem some really nice asm here, not only because their complexity but mainly for the possibilities these patches, sprites, uberasm etc. can introduce, even being something totally new and popping but also patches that improve or reintroduce known SMW features in a crazy way.

I'd say the 32x32 Player Tilemap Patch is a so great asm as it allows you to modifing the player's gfx, one of the most important parts of any hack, getting rid of that mess in original GFX32.

Besides that, I'm also a huge fan of b4vwf patch, as it brings a new message box system full of options, support for latin characters and more than one letter gfx.

NSMB Star Coins also is very incredible, it gets to the hack some kind of modernity by mimicking the NSMB Star Coins, and I'm sure that all the hacks I've played including this patch were amazing 'cause that detail and other factors.
The SA-1 Pack because it kills almost all slowdown and allows for more enemies and sprites on-screen. Just an overall very useful patch.

Better to reign in Hell than serve in Heaven..............motherfuckerrrrrr!
I'm at the point where I prefer to code most of the ASM I will use for my hack to have the most control out of it. From coding my own HUDs, designing levels around sprites and gimmicks I code, to even the under-the-hood stuff such as rewriting the game boot, that is as fun as actually making a level to me.
Still, there are some essential resources made by others which I use.Those are the ones I could think of.
Please check out BOWSIE!
baby, would you skip town for me?
 Kevin's uberasm retry, by far. Includes a lot of additional cool stuff besides the retry prompts.
SA-1 if only for the storage capabilities. 8MB roms allow for more original graphics and stuff.
Noob Boss. Yes, I'm serious. If you can get crafty with it, you're able to do a lot with just the sprite, especially now with sprite stacks and that sprite-to-layer asm.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

I suppose SA-1, retry and sprite stacks will be common answers, so to be different: the sprite offsetter. It's cool to position your sprites even on the very edge of solid entities, among other features.
I like …
Well, Only the No More Sprite Limited
and
Remove Status Bar
Because I like to show all the backgrounds.
Working in Progress
The Mario's Greatest Adventure With Brutapode89

LunarMagic language translate to Chinese
Send PM to join our translator team!
(发送PM报名,以加入我们的汉化组!)


『总往高处看,终被云雾蒙蔽双眼。若想看清世间,唯有放低双眼。』
Like Erik, I write a lot of my own ASM for hacks. But there are a good number of patches that I pretty much always use:

100 Exits (for full-length hacks)
The hex edits that remap overworld levels 101-13B to 25-5F. It's simple and technically pointless, but I prefer it for organization.
Better Powerdown, if I'm not using a custom health system
Item Block Priority Mask
A dynamic sprite patch (I've been using dsx, but I could probably use Dynamic Z or Dynamic X)
Player 8x8 tile DMA patch — INCREDIBLY useful for freeing up more sprite graphics space
No More Sprite Tile Limits, naturally. Though I have found that it's not a panacea; the system that it uses is pretty slow and could be a lot better, so nowadays, if it isn't actually required for a particular level, I'll just use one of the other sprite memory settings. I also have a patch that I made that implements custom sprite memory settings, allowing for things like every slot having 8 tiles allotted or having different reserved slots.
Some sort of status bar patch; I almost never use the vanilla one, and often, I won't have one at all, or it will be made out of sprites. It makes Layer 3 stuff much easier.
Patches for all of my hex edits, bug fixes, and small hijacks that don't seem worth their own patch
More Control, just because it makes cheat codes simpler to implement
Shared subroutines (not the one in the section, though; it's probably outdated, and I tend to use a lot of custom routines)
The DMA queue patch
Fixed Color Data NMI Optimizer, because why not
Reprogrammed Vertical Scroll
ObjecTool
Some sort of message patch; my favorite is VWF Dialogues, but b4vwf is also decent (provided that you prevent it from overwriting tile FC)
Some sort of checkpoint patch; the one that I commonly use now is sort of a hybrid of Kaijyuu's and mine

The ones that I would consider essential are the player 8x8 tile DMA, NMSTL, DMA queue, object, and multi-midway patches.

As for other ASM, UberASM is a must, though I've adamantly refused to use any version of the tool older than 2.0; Yet Another Mario Hack was started before v2.0 came out, so it uses the patch version because, frankly, UberASMTool <=1.9 is kind of terrible if you like resources to be shared a lot. I always have some sort of HDMA gradient code, though if I make another hack, I might try a different implementation. MarioFanGamer's Interaction Line patch is decently useful, though it's never made it out of beta. I also always use my spriteset system; now that I've experienced the usefulness and flexibility of it, I can never go back to the vanilla one. Sprites that I pretty much include in every hack include custom platforms, Piranha Plants, custom Bros, Shysters, Goombas (SMB1/3-style rather than SMW), Biddybuds, at least one of Firebars and Roto-Discs, Pansers, and custom bosses.

There are lots of other ASM resources that I've used a lot, but these are some of the highlights.

Some ASM resources that I'd like to try but have not yet succeeded in using include BG modes other than 1 (the Easy Mode 7 patch exists, but it's still not that easy), Callisto (I've never tried it, but it might be worth a look), yoshifanatic's Overworld Revolution, and alternate player abilities like the Yoshi player patch. And, you know what, the SA-1. Yes, I've still never made a hack that uses it. Nowadays, I have additional disincentive to use it because one of my friends likes to play hacks on console and her flash cart doesn't play nicely with the SA-1.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
my favorite asm is the smb3 brick blocks . the kaizo blocks . the layer 2 asm . and the custom powerups and the sa1 (almost forgot about the vwf dialouges)
With my current two projects, but also just about any project I start, I have a small list of absolute essentials that fit my needs!

- No More Sprite Tile Limits (self-explanatory, surely!)
- VWF Dialogues (I tend to incorporate stories in my projects, and this patch has been invaluable in making that possible in the way I like)
- One File, One Player (Cutting down the title screen options to just new game+continue game is a personal preference of mine)
- UberASM Retry System (Extremely convenient for not having to sit through the full death animation in more fast-paced and/or Kaizo games!)
- Event Dependent Block (This one is probably a bit more situational for most, but, in my case it's invaluable for assisting with story progression)
the no tittle screen movement patch becuz laziness
I'd say the ground pound patch from MarioE. It was actually my first patch from asar ever!
-OMS