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The ASM Requests Thread

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Request name: Flying Iggy
Type: Boss

Flys, Shoots Fireballs, stun stomps.

To put it briefly, I would like a boss that will fly at the top of the screen, going from left to right and shoots fireballs occasionally. I would also like it to stomp every now and then and will stun mario if he is still on the ground. While on the ground, it can fire some kind of projectile. In order to hit the boss, you will simply have to jump on it when it is on the ground.

Something kinda like this:
https://www.youtube.com/watch?v=p5egDTR1UGc
Some days are dark, are they not?


ガオガオー ºωº

also you literally just asked people to remake a boss from another hack for you what even
HackPortsASM"Uploader"

Originally posted by JackTheSpades
Simply use SMWs stripe uploading routine.


What is a stripe uploading routine?
Give thanks to RPG hacker for working on Asar.
I realized, that still reading the article, you still have limatatons: like wring RAM into it, and that you cannot overwrite, else it goes to next 8x8 tile.
Give thanks to RPG hacker for working on Asar.


Well, that is true, though I can't imagine there's many situations on the overworld where you'd be writing to the same tile twice in a single frame.

Still, what you're asking for is just the same thing, with an extra step in the middle. You write all your tiles to some table in RAM, then when you're done, copy that table to the stripe image uploader. That's what SMW's status bar does, too.

Professional frame-by-frame time wizard. YouTube - Bluesky - SMW Glitch List - SMW Randomizer
May as well use the correct format:

Request:
NameSMB3 Paragoomba
TypeSprite
Short descriptionFlying paragoomba from smb3 that spawns microgoombas
Resourceshttp://bin.smwcentral.net/u/27050/gfx.bin
Images(1)
Long descriptionFlying paragoomba from smb3 that spawns microgoombas, typically found at the end of levels. Should transform into a configurable sprite when jumped on.
I'll give it another go with, again, the same request (because I really think it's useful for space shooter levels, and because I need it).

NameCrystal Core (Marine Pop-Compatible Boss)
TypeSprite
Short descriptionA simple 32x32 Core that's shootable with SML's Marine Pop. Shoots custom homing projectiles.
ResourcesGFX File. Palette File
Images(1)
Long descriptionA very simple stationary floating 32x32 colour-changing boss with 15 HP that can be attacked using the SML Marine Pop sprite. It'll aim and shoot projectiles at the player every few seconds. It will warps the player to a specific level (screen exit is prefered) after it explodes like a bob-omb when defeated. Uses the original SMW Palette slots A-D with an additional shade to palette square 8. It switches GFX every 5 hits.

Any other details or phases to add are welcomed, but not required. Make it as customized as you like!
My RewardA custom sampled music piece, or a relatively small graphics request.
Two questions regarding rewards:
- How long are you willing to make the song?
- What do you mean by 'small'? Less than a tileset? A spritesheet?

Other than that which projectiles of all the ones existing do you mean?
Please check out BOWSIE!
I'm not a smoking anime girl.
Not yet.
Updated my ExDisplay Level Message/ExDisplay Message Box request.
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Originally posted by Erik557
Two questions regarding rewards:
- How long are you willing to make the song?
- What do you mean by 'small'? Less than a tileset? A spritesheet?

1) If you mean how long am I committed to get one done, I'll start as soon as I retrieve the sprite with it functioning correctly, and possibly have it done within a week at the longest. If you mean the langth of the piece itself... I'd say about 1:30 at minimum, and maybe 3:30 at Maximum.
2) There are many things to consider.
- If it's a rip, really anything that doesn't rely on hyper-realism (DKC) or the way tiles have to be formed (Lion King). Really, anything from NES, SNES, and maybe GBA is my limit. I also won't guarantee a full tileset rip depending on how big it is.
- If it's handmade, I won't design more than 5 sprites for a single enemy, and (again) I won't go super extensive on a tileset with a bunch of background decoration. If you want a specific kind of decoration for a certain tileset (and I don't have to make it), then I'll consider making some kind of 128x128 decoration.
- If it's a resize of an existing tileset, I'll only do sprites or main tilesets without all the decoration.

Originally posted by Erik557
Other than that which projectiles of all the ones existing do you mean?

The Gif Image has a little Metroid-styled "donut" projectile which, in Metroid, moves slowly to fire where the player is at. Think the Mother Brain fights from Metroid and Super Metroid, except it's coming from the boss itself.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

...You guys don't need to resubmit the same request with the new format. It's pointless. If you really want to use the new format then edit your old post instead. But I know you all wanna get a "up" in your requests so, don't do that.
GitHub - Twitter - YouTube - SnesLab Discord
Request name: Parabolic speed routine
Type: Code
Short description: I'd like a subroutine that I can use to make a sprite move in a parabola-shaped path.
Resources: None needed
Links: None needed
Long description: What the short description says. No, just setting a negative Y speed when a sprite is on the ground won't work, because that depends on the sprite both having gravity and interacting with objects, not to mention the parabola opens in only one direction and I'd need some trial and error to get the curve correct. I'm looking for a routine where I can plug in exactly how wide and how tall I'd like the parabolic path to be, as well as in which direction the parabola opens. For instance, I could have something move from the starting location to a point 0x50 pixels to the right with the zenith of the arc being 0x30 pixels above the starting point, or to a point 0x60 pixels to the left with the zenith of the arc at 0x48 pixels below the starting point.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by Vitor Vilela
But I know you all wanna get a "up" in your requests so, don't do that.

I'm surprised you haven't added a rule about it when you first posted the thread. Just saying that people are going to repost after they feel that they are being ignored after more than 30 posts pass by... especially if they REALLY need it...

I am the infamous one reposting though, so if I have a banhammer coming my way, go ahead. However the point of this post is to point out that this rule should've been added sooner and... well, SHOULD be added when you decide to update the OP again.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Originally posted by Thomas
Still, what you're asking for is just the same thing, with an extra step in the middle. You write all your tiles to some table in RAM, then when you're done, copy that table to the stripe image uploader. That's what SMW's status bar does, too.

smw's status bar does a direct DMA; it doesnt use the stripe image uploader. stripe image upload is too slow and inefficient to use during runtime, especially for something like an ow border, as it's basically multiple small DMAs with a lot of overhead
Originally posted by Vitor Vilela
...You guys don't need to resubmit the same request with the new format. It's pointless. If you really want to use the new format then edit your old post instead. But I know you all wanna get a "up" in your requests so, don't do that.


Good to know. Although, it is something I really need because NPC Toads is just taking up space from the overworld messages in my hack.
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


I understand that people need these requests, but everybody that is making these requests and reposting needs to understand these facts: "These are requests, there is no obligation to fulfill them." It's the sad truth. This is a hobby.

ASM'er are few in between, and we need not make them feel overworked. Also do keep in mind this is an ASM Contest going on right now, so the people that are doing ASM (most likely the ones fulfilling requests) probably have their hands tied with the contest; patience is a virtue, and it's something you have no choice but to have. Those that demand their requests completed might also have a lower chance of being completed.
Yeah, I understand. I wasn't trying to be impatient or anything, I just thought I could've explained it better.
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Even though it's in the table, I'm re-posting this:

Request:
NameElite Goomba
TypeSprite
Short descriptionA goomba that's hard to kill.
Resourceshttp://bin.smwcentral.net/u/207/Elite%2BGoomba.zip
Images(1)
Long descriptionThis is how it works. The Elite Goomba walks normally. When Mario jumps or spinjumps on it, before hitting the target, the Goomba launches spikes from its helmet to protect itself and it can keep on doing that, until Mario is done. Jumping on its spikes hurt you and spinjumping in it boosts you. When the Goomba sees Mario(is 5 blocks away from the enemy), it prepares to spit 6 fireballs at him. After doing this 1 more time, it goes to sleep and Mario can jump/spinjump on it. The Goomba will be hit and it will show an animation. Another hit on the Goomba will defeat it.

I don't want to be a bother here.

Originally posted by Final Theory
Request Name: Slippy pole, vine, latter, ect


Doing requests again

e: And more:

Originally posted by mr bean6652
Request name: Jump-Activated Spikes/Hurt Blocks

done
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