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Resource Requests (GFX/Music/Coding)
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Resource Requests (GFX/Music/Coding)
Pages: « 1 226 27 28 29 30 31 32 33 34 35 36 » Link
Originally posted by Vic Rattlehead
Say, would it be too much to ask to get a version of imamelia's timer sprite that draws tiles to OAM rather than the default SMW HUD? It'd be quite useful for me!

I just made one (prompted by your request), but it's in Tessera format, and I haven't yet made it work between sublevels or use "critical values". If you want a look at what I have so far, though, I can show you.

Well, my request for graphics still stands; I still need that crystal foreground and background, although I ended up just doing the Layer 3 star background myself. I could also use graphics for a couple of sprites I'm making (I hope I don't have to draw those myself).
Originally posted by flareblade26
Can someone please update this ExGFX file so it is up to date with the graphics style? Please make it use palettes 3 and 4 for everything already in there.

Also, if you could add to the top of that some castle banners and suits of armor, using palette 1. The suits of armor and castle banners should also come with versions that fit inside of the "wall". If you don't know what I'm talking about, I can do this part.


Watch the video of my level to know which tiles to edit. (World 6 castle)

--------------------
Your layout has been removed.
Dear imamelia,

Well, the primary purpose for the timer is simply for, well, timing how long you've been in a given sublevel! Resetting between subs is just fine. By critical values, do you mean X event happens at Y time? That would be a very useful feature to have (palette changes (to the time tiles) based on if certain time values have been passed or not is what I'm thinking now).

I don't know the Tessera format yet, but I assume conversion to work with Romi's shouldn't be too much to figure out (mostly just setting init/main stuff I assume? ). You can take your time with this - I have a number of things left to code myself before it'll see employment, so don't ya fuss yourself if it's much trouble!

I can't really do your requests since I'm pretty bad with pixel art from scratch, but if no one picks it up in a timely manner I could probably vomit up some concept art to help it along, since that seems to help inspire the more talented folks!
Originally posted by Red Chameleon
I'm going to be using ON/OFF blocks for a small puzzle for a SMWC coin, so it would have to be manual ExAnimation. Sorry if it's more difficult to do that way...

Don't worry, it's not that much worse =P

Now... you're gonna need two blocks

This one is the one the shell must touch(you can set it to act like anything):
Quote
db $42
JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireball
JMP TopCorner : JMP HeadInside : JMP BodyInside

SpriteV:
SpriteH:
LDA $9E,x
CMP #$DA ; Currently set to check if it's a standard green shell. You can change this if you wish.
BNE MarioBelow
LDA #$01
STA $7FC070
LDA #$04
STA $14C8,x

MarioBelow:
MarioAbove:
MarioSide:
TopCorner:
HeadInside:
BodyInside:
MarioCape:
MarioFireball:
RTL

And this is the block that will disappear(set to act like 25):
Quote
db $42
JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireball
JMP TopCorner : JMP HeadInside : JMP BodyInside

MarioBelow:
MarioAbove:
MarioSide:
TopCorner:
HeadInside:
BodyInside:
SpriteV:
SpriteH:
MarioCape:
MarioFireball:
LDA $7FC070
CMP #$01
BEQ Return
LDY #$01
LDA #$30
STA $1693
Return:
RTL

You have to set the graphics for the second block through exanimation. Use the Trigger "Manual 0".
Frame 00 should be when the block is solid, and frame 01 is when the block has disappeared.

I haven't tested these, but they should work. Please notify if you find any error.
Originally posted by Sind
LDA $9E,x
CMP #$DA ; Currently set to check if it's a standard green shell. You can change this if you wish.
BNE MarioBelow

That one will always branch. Sprite DA is replaced with sprite 04 in state 09 (as opposed to 08).
Replace those three lines with this instead:
Code
LDA $14C8,x
CMP #$08
BEQ MarioBelow
LDA $9E,x
CMP #$04 ; Currently set to check if it's a standard green shell. You can change this if you wish.
BNE MarioBelow


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<blm> zsnes users are the flatearthers of emulation
I'd like a 16x24 sprite that hangs on the ceiling. When Mario gets close, the sprite falls down, and turns into a block when it hits the ground.
It would be preferred to make it turn into block 321E, but whatever works works, right?

Edit: this request is now null and void.

--------------------
aran - Graces of Heaven
Originally posted by Sind
I haven't tested these, but they should work. Please notify if you find any error.

Notifying because there's an error. And by error I mean it doesn't work.

I managed to get the ExAnimation working, and it functions properly. The only issue is that after carrying the green shell into the first block the second one is still solid, Mario can't go through it at all. I tried your code first and it wouldn't work at all, and then with Alcaro's change the shell now disappears but the blocks still remain solid.
Originally posted by akacesfan
For my level, I need a block that acts like a coin. However, when the coin is collected, it will add one second to the mini-game magician's timer. (He is sprite 32.)



That is what the mini-game magician looks like. (ignore the fact that I'm standing on coins. That was a temporary glitch in my level.)

RAM Adresses the sprite uses. (thanks Kipernal!)

Originally posted by Kipernal
The ones address is at $1534,x, and the tens at $151C,x.


Reposting because of new page.

--------------------
Mario's Vanilla Journey

Progress: 22/72 levels complete
Originally posted by Red Chameleon
I managed to get the ExAnimation working, and it functions properly. The only issue is that after carrying the green shell into the first block the second one is still solid, Mario can't go through it at all. I tried your code first and it wouldn't work at all, and then with Alcaro's change the shell now disappears but the blocks still remain solid.

Well, if the animation is working properly, I guess you simply forgot to set it to act like 25.
Originally posted by Sind
I guess you simply forgot to set it to act like 25.

That's just it, I did forget at first, and when I came back to your post and read that I changed it to tile 25. Even then, though, it still wouldn't work - it was just a solid block.

Anyways, I don't know what the problem was, but it suddenly worked. I deleted the blocks from BTSD and reinserted them, and suddenly they worked properly... I have no idea why when I hadn't touched the code once since then.

I'm unsure about what happened, but it's working now. Thank you for doing this! :D
Can someone edit this using pallettes 2 and 3 of this palette?

--------------------
Your layout has been removed.
UMA said he'd be away on vacation, so I'll need someone else to make a generator that does the following for me:

A generator that makes layer 3 water rise slowly over the course of the level. This will be used in a horizontal level, so it shouldn't be anything like a tile per second or anything like that.
If Layer 3 isn't possible to use for this sort of gimmick, use Layer 2 instead.

--------------------
aran - Graces of Heaven
I'd like to request some interior decorations for my forest level (enter the last treehouse, it's level 050). Barrels, crates, saws, lamps, whatever you feel fits. Don't worry about leaves outside, I'll take care of those; all I want is for the interior to look less empty.

It'd be great if they used the existing palette (2 to be exact). I can make a .bin file myself if wanted/needed.

Yep, that'd be much, much appreciated.

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


 
Reposting this from my thread for more publicity. This is pretty much all thats left of my level.

SPRITES:
1. Bowser Statue Sprite that shoots out 3x3 fire, the middle is the fire part whilst the outer 8 "blocks" of the fire will be interacting with the blocks later mentioned. (Graphics be original ones.)

BLOCKS:
1. Slippery block that will "evaporate" in a puff of smoke when said fireball in the sprite request "comes in a 1 block radius of it" or touches one of the 3x3 invisible tiles.
2. A "switch-like" block that shoots out the 3x3 fireball sprite.
3. A slippery block that if the 3x3 fireball comes in contact with it BUT only the middle 1x1 part, the fireball will disappear.

(I'll draw the GFX for the blocks using the blanks in ExGFX17F because I got Ripperon's permission).

<request taken by p4p2>
I want to request 2 blocks, one that's worth 5 coins, and one that its color and properties vary depending on its X position (its X position makes it act like a mushroom, flower, feather, or 1UP).

I also would like if someone composed something like this (in other words, a pretty happy and upbeat remix of Turkey in The Straw.

--------------------
I am going to request two sprites here, since I finally have my level idea.

1.) I need a sprite that when a boo touches it, the boo turns into a door. ( no frames )

2.) I need a 16X48 sprite that is stationary and does not hurt Mario. Mario or sprites cannot pass this sprite. It is able to fall however (so if a block under it is broken, it will fall down to the next piece of land below it). (2 frames).

Please send me a PM if you take up this request!

Make sure that the graphic slots for the boos are not overwritten. The big boo could be overwritten, however!

I also need graphics!

I need a tileset for an oriental cave. This tileset can include whatever you want, but it needs graphics for a body lying on the ground. The body cannot have a head.

I also need sprite graphics. I need the boo to be turned into a head, preferably looking somehow like This head (It needs to be 16X16)

The last sprite graphics I need are two 16X48 frames for something that resembles the white creature. It'd be nice if you just give me a the two frames in a .png file or whatever, so I can insert them as ExGFX when the sprite is made.

Thanks in advanced, and please PM me if you take up this request.

--------------------
Just back here to browse a bit.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by Chanagaburu
Please send me a PM if you take up this request!


This is not a private project.

Quote
I need a tileset for an oriental cave. This tileset can include whatever you want, but it needs graphics for a body lying on the ground. The body cannot have a head.


Oh heck no. Something like that is definitely not gonna fly for this project.

Quote
I also need sprite graphics. I need the boo to be turned into a head, preferably looking somehow like This head (It needs to be 16X16)


Does this have any relation to the above?

Quote
Thanks in advanced, and please PM me if you take up this request.


This is not a private project.




===================================================



Originally posted by Magiluigi
I want to request 2 blocks, one that's worth 5 coins,


Already exists in the blocks section.

Quote
and one that its color and properties vary depending on its X position (its X position makes it act like a mushroom, flower, feather, or 1UP).


X-position properties should be doable, but I'm pretty sure that it's palette info can't be changed with a Map16 block.




===================================================

Me reposting and adding a few requests myself.

Originally posted by ME REPOSTING!
got a request too. I need a sprite that, when pressed, destroys itself and causes everything on Layer 2 to shift up or down (depending on the extra bit) about ten tiles.

Let's modify this instead.

- How about something akin to LevelASM then, if it'll be easier to do. I mean, swimming around in the base ROM shows that the Layer 2 trickery in Digsite Dangers was used with blocks and I assume no sprites whatsoever, and VIP5 has a level (I recall seeing in a video) that uses Layer 2 movement with a P-Switch, so it shouldn't be (too) difficult to pull off.

- An edit to the Ptooie sprite that has its spike ball being able to damage Yoshi (or Mario if he's riding him).

Quote
MUSIC!
Ignoring the castle, World 8 basically has only two factory songs. Factory-3 is being used in two inserted levels already (Incineration Station and Musical Mechanisms) and Factory-1 is being used in three WIPs (SCORPION, NotGood, and myself). Factory-2/Electrospire, as I mentioned earlier, doesn't fit with the theme/tone I'm going with my (neither does FL3), so I will most likely be requesting a more watery industrial song (example:Submerged Micromelx) sometime down the road, if not right now. Bonus points if you can implement Yoshi bongos into it, but not necessary.


Oh God I'm such a fool!'^~^ But still, I don't know how to insert blocks '-.-
Well, then whoever decides to take my request will have to code 4 different blocks...

--------------------
Originally posted by Karatekid5
Just requesting a semi-simple sprite. It is a Snapjaw from Yoshi's Island DS. They are alligator enemies that were able to climb down vines. So, just a 24x16 sprite that moves at the same pace as a bob-omb and will climb down a vine that it touches, and will drop off of the end of a vine. It can be jumped on and will disappear in a cloud of smoke if killed. Should be facing downward when climbing down a vine.
Thank you!


Re-posting from the last page. Wanted to post a video that shows how they behave to make it easier to make.

Here's the video (skip to 0:28).

--------------------
Quote
Oh heck no. Something like that is definitely not gonna fly for this project.


So Japanese mythology isn't going to fly in this project, even though it is for the ORIENTAL world?


Quote
This is not a private project.


I know, but I would like to know if somebody takes it up, because if nobody does, I need to redesign everything.

EDIT (so I don't make another post): wiiqwertyuiop agreed to try to make the sprites I requested, so nobody needs to take up my requests now.

--------------------
Just back here to browse a bit.
Pages: « 1 226 27 28 29 30 31 32 33 34 35 36 » Link
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Resource Requests (GFX/Music/Coding)

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