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THEY MUST HAVE AMNESIA, THEY FORGOT THAT I'M HIM [4 REQUESTS OPEN - READ THE RULES]

Super Mario WorldPatchUberASMSpritesBlocksToolResource ReleaseScreenshotsVideosRequests

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I have edited the post above with the requests taken, the ones I'd like more info on and the rejections.


Originally posted by Deeke
As for a request, how about a Climbing Net Door that doesn't rotate in place? Instead when you hit it, it rotates around an x or y axis and carries Mario the whole way? Like, imagine if hitting one of these doors carried you over the cement blocks and onto the other door.


It's still kinda in a rough state and janky. If you can live with that, I can release it now, but if you prefer I polish it... I leave it up to you :P
Dropping the net objects is, unfortunately, more difficult as the sprite part of the net is very weird: instead of regular clipping it shifts Mario, and the graphics don't even show if you hit it. Plus you'd have to add code to actually make Mario "climb" the net, as sprites don't have that property.


Originally posted by SweatyNoodle
The static fishing boo does look a bit off though, I can't put my finger on it specifically but it might be how still everything feels? Like maybe the fishing boo could have a little bit of animation or the flame could go a bit faster. Other then that minor nitpick, as I said before, INSANE WORK!!!

Thanks!
Yeah, there is something about the Fishin' Boo which doesn't quite convince me either... perhaps the fact he's standing, or the cane motion, idk.

Originally posted by edgar
I wonder how different this is from this other patch that does the same thing, I guess there's only one way to find out.

lol, I forget that exists, I'd have to review the code to see how different it is :P

Originally posted by Anas
Lotsa cool stuff you got here! Interesting how the needle urchin can cause an HDMA effect, and you don't even use UberASM for it. The custom block bridges are also super cool as well!

Hate to break it to you man, but the poison needle does need UberASM. 😔
Thanks for your comments though!

Originally posted by Knight of Time
I'm rather surprised you didn't show off any screenshots of the updated ceiling triangles patch, but that's totally fine.

There's a screenshot in the C3 Museum. After you see it, you will understand why I hesitated in putting one here lol

Originally posted by Green
MarioE's inventory patch does this without using the status bar. Perhaps this could be adapted to work without it.

I feel like it would defeat the purpose of a true SMB3 feel though.

Originally posted by Fostelif
SO MUCH AWESOME HERE. I don't have much to say that other people haven't, but I do have some minor nitpicks:
- I think the brown block bridge's coin form ought to be animated, like the vanilla controllable coin sprite.
- It'd be cool if the Yoshi Animal Buddy sprite+patch had an option for you to use an alternate sprite for the "health meter", like Yoshi's overworld sprite or the "no Yoshi" sign's sprite, to replicate how it's visualized in DKC2/3.
Otherwise, super-cool stuff all around!

1. Yeah I forgot to animate the coin as I clutched it in the very last few days before C3 😅
2. So instead of the mushroom in the HUD? That's doable, and indeed would be more cute. I'll look into that.



Originally posted by Enan63
Your finally back at SMW Romhacking ASM coding back in 2019! Welcome back Erik! I don't have any requests. But, I just wanted to say your still making top notch fun ASM blocks/sprites/patches/uberasm!!!!! Welcome back it's good to have you again Erik!!!!!!!!

Originally posted by SF - The Dark Warrior
Everything you showed is quite useful and interesting.

Originally posted by Hot Sauce
Wow. Just wow. Where do I even begin? I have no requests but I would like to say some things about some of the stuff you made. The overworld sprites are beautiful. The static fishin' boo is so cursed. I can't believe you actually made that. I love the vanilla drawbridge sprites so the custom ones are great to finally have! I don't have the historical or technical knowledge to even begin to understand how difficult the Yoshi antics must've been. But I can't wait to see what some of the more creative level designers will use this for. I love the Invinciyoshi. I love that you added wye's suggestion, I wonder if I could use it for a puzzle level or something? Not to say your other work was bad or didn't stand out, these are just the ones I felt I should comment on.

Originally posted by Dispace
I like Overworld Sprites, Expanded Yoshi Object Clipping/Interaction + Berry Expansion is useful

Originally posted by Deeke
Man, it rules seeing all of your work laid out like this. The overworld sprites especially, but these are the kinds of threads I always hope to see pop up! The Urchins are cool to see - the circular motions are pretty welcome as basic hazards, though the ill effects of poison are a crazy touch to add to the spines. The Yoshi patches are also just plain zany, and will be a great boon for kaizo creators who are bored of merely ejecting him off into a pit and want new ways to make him necessary for out of the box thinking. And the Fishin' Boo is nice for the exact opposite reason; it's nice to see him as a simpler hazard that doesn't raise everyone's blood pressure.

Originally posted by Blizzard Buffalo
I absolutely love ALL of these new sprites and stuff, especially the Parakoopa

Originally posted by Metro Shroomin
Your work continues to be so impressive, you always feed the streets 🙏🙏 I was just thinking about the Yoshi Animal Buddy code about a week ago for a level I wanted to do, so I don't know how the universe aligned perfect for me on that, but I'm extremely happy about that one in particular. There's a lot of great stuff in this release that I can't wait to mess around with.

Originally posted by Fernandito2018
Interesting stuff you are showing here. They are very useful for a SMW Hack. But the best of the resources you made is the Super Mario Bros. 3 Inventory. For LX5 powerups users, its very useful. For years I was waiting for someone to make a Super Mario Bros. 3 Inventory, until LX5 powerups got discontinued. Its good to see that you made this resource. In my case, I will definitely use it in my hack. Great work!

Thanks guys. ❤️❤️❤️
Please check out BOWSIE!
Baby, please, would you end your night with me?
Originally posted by Erik
Originally posted by Blizzard Buffalo
My request would be a snow cluster effect for it. If you don't think you can do it, I'll think on another thing.

I can see this working, under two conditions.
1. Graphics are provided.
2. Assuming you're cool with an UberASM generator to not waste an extra sprite slot.
After all, BOWSIE has 24 slots to chew on, and tbh, spawning, say, 15 snowflakes in a submap should be enough. That's enough left for more sprites.


Here's the graphics, it is supposed to be 8x8, and it uses the (unused) Koopaling sprite palette

And yes, I'm okay with UberASM generator.


Have a frost day~
Originally posted by Fernandito2018
As for a request, its basically a simple sprite, similar to an existing one on original SMW. How about a 32x16 version of the Bowser Statue Fireball? (you can also consider it a moving Boss fireball, the one used by Ludwig, because if you place the original sprite 34 in a level, its stationary). It would be a better obstacle for castles, since the original Bowser Statue Fireball is too small. I remember requesting it before on the Requests forum and I was specting someone would fulfill the request, since its very simple, the existing Boss Fireball or Bowser Statues dissasemblies could be used as a base, but unfortunatelly it wasnt fulfilled.

This is what you wanted, right?

You can define X and Y speeds as extra bytes. No need to specify direction, the fireball flips automatically.
DOWNLOAD

Originally posted by Blizzard Buffalo
Here's the graphics, it is supposed to be 8x8, and it uses the (unused) Koopaling sprite palette
And yes, I'm okay with UberASM generator.

I am too lazy to edit the post above, but yeah I will do this.
Please check out BOWSIE!
Baby, please, would you end your night with me?
wow, so much cool stuff in here! I went also through your museum and enjoyed it! Pity that I am too late for a request.....anyway gg!!
I will never forget that you're him, because you're Erik and you make cool stuff. Thanks a whole bunch for taking on the net door request!
It's kind of an underrated sprite since being behind the net is kind of hard to work around for level design reasons, but this thing seems way more versatile!


Other Submissions of mine!
Hope I'm not late.
I'd request a turn block bridge that explodes in sequence from left to right?
An option for the bridge to explode from right to left is possible.

Originally posted by Erik

Originally posted by Knight of Time
Anyway, I have a sprite request that I hope isn't too tough to do. How about a 48x48 or 64x64 version of the grey moving castle block (if the 64x64 version is too complicated for you, I hope the smaller version isn't)? It would be interesting to see a larger version of that sprite, so that it would be a little closer in size to some of the crushers I've seen in various 2D Sonic the Hedgehog games (like the crushers that look kinda like a safe in Lava Reef Zone Act 2).

The clipping is annoying in both either way. Pick the size you prefer and provide me with graphics (I know I can get it from the vanilla game, but doing that is time I lose), and I will do it.


Okay, I was thinking about both as to which size would perform better for the idea I had in mind for this sprite's usage if it existed (being used in conjunction with the line guided any sprite; I just sent you a DM with a pic from LM showing what my idea would be like), and TBH, I think the 64x64 size would fare better here (it's a little harder to picture my idea working with a 48x48 variant), so that's what I'm leaning toward more.

This is what I'm thinking for the graphics, though I might do a different design for them someday that's more chocolate.


Originally posted by Erik
Originally posted by Fernandito2018
As for a request, its basically a simple sprite, similar to an existing one on original SMW. How about a 32x16 version of the Bowser Statue Fireball? (you can also consider it a moving Boss fireball, the one used by Ludwig, because if you place the original sprite 34 in a level, its stationary). It would be a better obstacle for castles, since the original Bowser Statue Fireball is too small. I remember requesting it before on the Requests forum and I was specting someone would fulfill the request, since its very simple, the existing Boss Fireball or Bowser Statues dissasemblies could be used as a base, but unfortunatelly it wasnt fulfilled.

This is what you wanted, right?

You can define X and Y speeds as extra bytes. No need to specify direction, the fireball flips automatically.
DOWNLOAD


Thank you very much for fulfilling my request. Yes, thats what I wanted. I will use this sprite as an obstacle instead of the original Bowser statue fireball. I requested this because I wanted something similiar to the Bowser fireball obstacles that apear in SMB1 before Bowser battle. Since the Boss Fireball is almost the same as the fireball obstacle, I was specting someone to make a version of it that wasnt stationary.

Conclusion: This sprite is great, thats what I wanted. Again, thank you very much!
So much cool stuff! Can't wait to use some of this, keep up the great work!#smrpg{y}
On the run.
Originally posted by edgar
As for the requests, I started using your betterified overworld sprite tool and played with it for a bit, however I noticed that the airship sprite still conflicts with the Widescreen Overworld patch. My request would be simple, a solution for this specific conflict, either as a patch, uberasm or as the sprite itself.
heres a screenshot of the bug in action


lol, I just adapted the code from Medic's patch and it worked.
No define, it detects if the patch is installed.
DOWNLOAD


Originally posted by Deeke
I will never forget that you're him, because you're Erik and you make cool stuff. Thanks a whole bunch for taking on the net door request!
It's kind of an underrated sprite since being behind the net is kind of hard to work around for level design reasons, but this thing seems way more versatile!

I'll polish it as much as possible and then it'll release it, because I also need to add some instructions lmao
One of those sprites I will definitely never upload! Just too much jank. It shall live in my museum forever.

Originally posted by Rykon-V73
Hope I'm not late.

Judging by the title of the thread and the fact you seemingly didn't read the big note in the OP, you are!

Originally posted by simon.caio
wow, so much cool stuff in here! I went also through your museum and enjoyed it! Pity that I am too late for a request.....anyway gg!!

Thanks! Glad you enjoyed the museum 😄

Originally posted by Knight of Time
This is what I'm thinking for the graphics, though I might do a different design for them someday that's more chocolate.

I mean, send me a bin of them and I'll do it.

Originally posted by Fernandito2018
Conclusion: This sprite is great, thats what I wanted. Again, thank you very much!

Glad to hear you liked it!
It wasn't hard to code, but the reason I took long is because I for the life of me can't open the CFG Editor on Linux and am too lazy to compile a native executable. I ended up using a Windows VM to load it lmao. My processor arrives tomorrow so hopefully I can get back on Windows, I'm just too dumb to use Linux.


Originally posted by KaidenThelens
So much cool stuff! Can't wait to use some of this, keep up the great work!#smrpg{y}

Thanks! #smrpg{<3}


I'll reopen requests later. Lemme finish one or two more.
Please check out BOWSIE!
Baby, please, would you end your night with me?
Originally posted by Erik
Hate to break it to you man, but the poison needle does need UberASM. 😔
Thanks for your comments though!


Oof, I didn't see the 'init:' heading there. I think it might be technically possible to call the HDMA directly in the sprite itself so you don't waste a single free RAM just for that. Is there something I'm missing?

Quick edit: Oh wait! I think the needle sprite itself is missing...
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by Erik

Originally posted by Knight of Time
This is what I'm thinking for the graphics, though I might do a different design for them someday that's more chocolate.

I mean, send me a bin of them and I'll do it.


Oh...oopsie.

In that case, I have an ExGFX file right here. My apologies for the inconvenience.

I included the two different sizes, just in case you want to see them both.
Bro, you just blew my mind.
"Yoshi Buddy" and the "Expanded Yoshi Object Clipping/Interaction + Berry Expansion" are for sure my favourite picks among all the other stuff. I can already imagine what kind of crazy levels you may end up with these two sources.
BTW, is all the stuff shown here compatible with SA-1 chip?
Originally posted by Green
New request:
Fire Bob-omb

A Bob-omb that leaves a fire trail like a Hopping Flame when it's on the ground, whether it is walking or if it hits the ground after being thrown.


Do note it's based on this, which apparently has some bugs. I may revisit the concept at a later date, but with my own disassembly instead.
DOWNLOAD


Originally posted by Anas
Quick edit: Oh wait! I think the needle sprite itself is missing...

of course I missed something 🤦‍♂️
I reuploaded it, with the extended sprite needle. Do note you may need to clear your crowser cache before redownloading! (I also can't find the needle gfx file LOL sorry about it)

Originally posted by Tizio
Bro, you just blew my mind.
"Yoshi Buddy" and the "Expanded Yoshi Object Clipping/Interaction + Berry Expansion" are for sure my favourite picks among all the other stuff. I can already imagine what kind of crazy levels you may end up with these two sources.
BTW, is all the stuff shown here compatible with SA-1 chip?

Thanks for your comments!
I did my best to include SA-1 compatibility for them, though I mostly didn't test it. Do let me know if there are bugs.
The one which I tested the most in SA-1 is the inventory, as the backend code (the interrupt stuff) works different with SA-1 and thus I had no choice but to try it. The thing which may not work off it is the hammer, as I forgot to invoke the SNES during the code to destroy a tile.


Alright: so I have the ledge-dwelling anything, the cluster snow, and the castle block left. For the first, I have already said it may be more complex and some sprites would either need coded exceptions or will outright not work (eg. if they have no speed). I will investigate just how difficult it is: if it's too much work for a C3, I will revisit the concept but release it until a later date.
After one more request is done, I'll open five more.
Please check out BOWSIE!
Baby, please, would you end your night with me?
You've got some tremendous stuff here Erik! It's always nice to see the original SMW sprites being expanded (the Static Fishin' Boo with these pink boots are cute). Also, it's great to see more sprites for overworld, PQFRR's team is going to insert these parakoopas right now! Hope BOWSIE gets a lot of new sprites over the time!
That's a lot of fun ASM stuff, mainly the block bridge sprite variants, which could lead to very funny and hard levels. #smrpg{cool}

The Ludwig Fireball is a very welcome sprite addition, I always though the vanilla variant was underwhelming because it's stationary and glitched.

My favorite sprite of the bunch is the Stationary Fishing Boo sprite. Maybe the animation part needs some touch-up, but I can already see great applications for it. Definetely using it. #smrpg{sick}


Originally posted by Erik
Buoyancy enabled, "skull rafts on water" is simple enough. But the rocking motion... just by looking at it, seems like it'd be a complex clipping field.
This could pehaps be a case of me not fully grasping it. If you could provide me more details about how you want the player to interact with it, I will consider it further, though if it works as I think it works, then the most likely response will be no, due to the clippings.


Sorry for late response, the rocking motion is something im handling in my hack using ExAnimation . As for the interaction - think of the red being where the player has collision with the raft. Hope that clarifies if you do consider my request.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


Originally posted by Erik

lol, I just adapted the code from Medic's patch and it worked.

i knew it was simple, i just didn't think it would be that simple

This will come in handy for sure, I'd even go as far as include this updated version into the next BOWSIE updates.
Very thanks!!#smrpg{<3}
Kirbo was here
Damn, lots of interesting resources, it's actually fitting for a returning user.

The tongue patch is definitively the most interesting one even if not entirely new (though so is uncompressed GFX32/33 and SMB3 inventory). Plus, a patch avoids the potential jank you get compared to running code a different place and a modified GPS. Though really, we really should have dropped the JMP table at the start and use labels directly even if it breaks compatibility with existing resources.

The solo Yoshi patch also is interesting given the current one also is rather janky (though so is Yoshi, lol).

Plus, a lot of other weird edits of vanilla sprites which could have existing long ago but weren't for some reason.
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Super Mario WorldPatchUberASMSpritesBlocksToolResource ReleaseScreenshotsVideosRequests