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The ASM Requests Thread

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Request: Sprite-generating Big Boo Boss

Requesting an edit of the big boo boss that can generate sprites every time it is hit and every time it goes back to vulnerable mode (including the one at the start). I'd like to be able to easily set when and where which sprites spawn in. This is supposed to be a means of making boo boss battles more unique.

Doesn't matter whether it's a sprite, uberasm code, patch, or what have you. Choose whatever works best. I hope this is not too complicated!
And more
request name: Moving bricks, blocks, coins
type: sprite
short description: bricks, blocks, coins that move up and down
resources: a layer 2 generator may be helpful.
link: http://m.youtube.com/watch?v=Cun15WXzT80
around 6:45
long description: I dont care how is made to work if it is layer 2 moving just a little bit or individual sprites.
Request: YI Pinball Flippers
Type: Sprite
Description: A pinball flipper from YI. If Mario walks through these, they automatically close and Mario can't access the previous area.

They could be either dynamic or non-dynamic, but that choice is up to you.
Originally posted by TheBiob
Originally posted by maro
Request name: Revival Block
Type: Block

The only problem with this is that blocks don't interact with the player when the player is dead... so I made a sprite instead. I hope thats ok


@TheBiob - I don't happen to have the file of this sprite anymore, and it previously got rejected as well.

I'm wondering, do you have a fixed version of this sprite?
Oh whoops. I forgot it got rejected guess I accidentally deleted the submission removed pm because I don't have it anymore... Anyway here
A very important request:

Request name: Much Better Frame Counter
Type: Patch
Resources: Look up RAM addresses $13 and/or $14 in the disassembly

Description:

A bugfix for the Frame Counters, Vanilla SMW's output usually consists of frames that are multiples of 2, The patch should fix the frame counter to use the odd frame numbers, Useful for the Podoboo Disassembly, of which you can add 3 Frames instead of 2.
A.K.A. SmilyMZX,

Also on NESDEV, and on various other forums, Find me on other places if I'm there.

Look for me also on YT...

Beware of false lookalikes!


Originally posted by Hamtaro126
A bugfix for the Frame Counters, Vanilla SMW's output usually consists of frames that are multiples of 2, The patch should fix the frame counter to use the odd frame numbers, Useful for the Podoboo Disassembly, of which you can add 3 Frames instead of 2.

For a good minute, I was confused about what you were talking about here since the frame counters definitely increment by only one each frame. But I'm pretty sure you're talking about the animation tables for the sprite, rather than the counter itself.

The issue there is that it's kind of hard to make tables that aren't multiples of two. Usually you access them like this:
Code
LDA $14		;\ 
AND #$03	;| Accesses a 4-byte table
TAX		;/

Because #$03 = %00000011 = 4 possible values. Now, if you wanted 5 possible values, you can't just use #$04; that would be %00000100, which is... only 2 outcomes. It doesn't work, no matter how $14 was changing.

Instead, if you want non-powers-of-2 values, you're going to need to implement two misc RAM addresses in your sprite: one to track which frame you're currently in, and one to act as a timer for staying in that frame. As soon as the timer runs out, increment the frame, and reset the timer. Then just access the animation tables using that rather than $13/$14.

Professional frame-by-frame time wizard. YouTube - Bluesky - SMW Glitch List - SMW Randomizer
This is the generic animation code I used in the VLDC9 overworld sprites, just drop it somewhere in the sprite's main code where it runs every frame the GFX routine does. One such place would be right before the graphics routine JSR.

Code
!animationtimer = $163E
;timer used for the animation. has to be a self-decrementing table
!animationframe = $1602
;which frame to display right now. non-decrementing table

!frametime = $0A
;how many smw frames each sprite frame should show
!frames = $03
;how many animation frames there are

;timer logic
LDA !animationtimer,x
BNE .NoTimerSet

LDA #!frametime
STA !animationtimer,x

LDA !animationframe,x
INC
CMP #!frames
BCC .NoFrameReset
LDA #$00

  .NoFrameReset
STA !animationframe,x

  .NoTimerSet


Then you can just use LDA !animationframe,x in your graphics routine and use that to access the tables, assuming X still has the sprite slot. If not then work around that by temporarily storing the !animationframe into scratch RAM before overwriting X.



If you want each frame to show for different amounts of times, there's also this routine here that I made for a few of the overworld sprites (like the Haunted World Crow and the Lava Lotus).
Just throw that in on its own somewhere and JSR Animations right before the JSR to the graphics routine, simpler that way.
Check the bottom of the code for each frame's individual length. Table has to end in a lonely #$FF so the game knows when to restart the table.
Code
!animationtimer = $163E
;timer used for the animation. has to be a self-decrementing table
!animationframe = $1602
;which frame to display right now. non-decrementing table


Animations:
;check if current frame's timer is up
LDA !animationtimer,x
BNE .NoNewFrame


;if so, increase the frame number
INC !animationframe,x

  .Repeat
;load the frame's length and store it to the timer
LDA !animationframe,x
TAX
LDA .AnimationSpeeds,x
LDX $15E9                ;reload sprite index

CMP #$FF
BNE .StoreFrameTime

;when FF is reached, set frame to 0 and reload time
STZ !animationframe,x
BRA .Repeat

  .StoreFrameTime
STA !animationtimer,x

  .NoNewFrame
RTS


  .AnimationSpeeds
db $B8,$0B,$0B,$0B,$0B,$0B,$0B,$0B,$0B,$28
db $FF
;this table is just an example, it's what my lava lotus overworld sprite uses

Your layout has been removed.
i request a clown sprite,

a sprite that can throw cards at mario.
like this. We need more clown/circus/casino/amusementpark sprites
Last game completed: Lollipop Chainsaw RePOP PS5

Work in progress:
Waluigi's Criminal Mania: The Story of Waluigi

Newest Release:
Super Mario 16: The Fall of Yoshi
Super Mario World Master Quest Reborn




Download Super Mario World Master Quest Reborn here
https://www.smwcentral.net/?p=viewthread&t=105940

Alex No's Hack Collection
https://www.smwcentral.net/?p=viewthread&t=94705

Game Trailer
https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c
Request:
NameSMW 3 wide blocks.
TypeBlock
Short descriptionSMW 3 wide blocks.
Resourceshttp://www.smwcentral.net/?p=viewthread&t=80682
videoLink
Long descriptionseen at 1:20 in the video, they also can spawn flower feather or mushroom.
they were made already but declined by moderater because they need work. maybe some can fix them so they can be submitted?

Tag (table) was not closed.
I suggest you guys to follow the recommended format for your request, which can be found on the first post. It will be easier for ASM people to look through your request and maybe fulfill it.

Or use 6646's format generator which is nice too: http://mario4.boldfin.net/smwc/request_gen.html

You aren't forced to fill everything in the formats, but with more info you put there, there are more chances to get your request done.

Also, sorry for not updating the first post on this month. I got real busy with university, but I will update it Soon™.
Request:
NameWater Drop
TypeSprite
Short descriptionA water droplet that appears from the ceiling and then falls down and splashes on the floor.
ResourcesN/A
ReferenceN/A
Long descriptionBasically, it's a sprite that you put on objects like ceiling objects and it has animation frames of it forming a water droplet. Then it falls under gravity and splashes on the floor. It's like decoration for your level because there is no interaction with Mario. Could look cool in a cave or something. Also if you make it hurt Mario then it could be acid in a factory type level. The castle spike that falls could be used as a base for creating this. It's also not a one time thing as it just keeps on creating drops over and over again.


Here is a video of the sprite that I want. Look at 5:25 in this youtube video link below.

https://www.youtube.com/watch?v=Wj9PE5qNJU8
Originally posted by TheBiob
Originally posted by maro
Request name: P-Switch Activated Climbing Net.

here


Small suggestion:

You can also climb onto this climbing net from behind, whenever a certain switch is pressed.

i.e. there is an option in the .asm file that allows you to climb onto it from behind, as well as in front of it.
Request name: Ultra Knight
Type: Boss
Short description: A short, midevial knight boss that should take about about few minutes to complete.
Long description: This boss will float across the room and occasionally summon swords that will fly after Mario. Every once in a while, one of the swords will slam itself into the ground. At this point, Mario can spin jump on the sword to attack the head of the knight. The boss only needs to be hit about 5 times to finish it off.
Well, here goes nothing!

NameHalf Blocks
TypeBlock
Short descriptionBlocks with an 8x16/16x8 interaction
Long descriptionI'm not sure how hard this one could be, but I'd love to have "half" blocks with a define for choosing which tile it will act as.
Originally posted by Masterlink
Request Thing


This can be useful for Tile 14B and 14C! Like one half for the dirt will be not solid, but for the other half for the wall will be solid!
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

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


Originally posted by Masterlink
Half Blocks

Didn't someone already make this? I remember them in at least one hack though idk if the creator of the hack made the block himself or if he found it somewhere.
Yeah, Romi coded them for one of the Mario Fantasy tech demos, but I don't think he ever released them (and if he did, they're probably lost forever). I've seen people talking about the possibility of them being made, like HuFlungDu, but I've yet to see someone actually releasing the code.
Request:
NameBravely Default Asterisk Theme
TypePort
SampledNo
YoutubeLink
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