Hi, I'd like to request an SMW baby yoshi that never grows. As in, you can feed him all you want (including powerups) but he will never turn into an adult. Basically like the NSMBU yoshies but without special abilities.
Sprite would be nice, but some levelASM code that fulfills the same purpose is fine too.
edit: Can't double post so I'm just going to edit this post:
Originally posted by Lazy
I'd like to request an SMW baby yoshi that never grows. As in, you can feed him all you want (including powerups) but he will never turn into an adult.
Name: Brick Block
Type: Block
Short Description: A Brick Block from SMB3
Long Description: A block that can be destroyed by hitting it underneath as a big Mario or by kicking a Koopa shell at it, BUT it acts like a coin when a blue P-Switch is pressed
Name: Brick Block
Type: Block
Short Description: A Brick Block from SMB3
Long Description: A block that can be destroyed by hitting it underneath as a big Mario or by kicking a Koopa shell at it, BUT it acts like a coin when a blue P-Switch is pressed
Name: Brick Block
Type: Block
Short Description: A Brick Block from SMB3
Long Description: A block that can be destroyed by hitting it underneath as a big Mario or by kicking a Koopa shell at it, BUT it acts like a coin when a blue P-Switch is pressed
I want something similar to the wrap from this patch, but i can't use the patch because it affects vertical levels
How about making an address to enable/disable that patch? Because you can't do it that good with just uberASM code (here)
If !Check is 0 it'll work like a normal vertical level. If set to 1 it'll use the patch. (Note that it only checks if bit 0 is set or not)
About submitting that: It mostly isn't my code and it came from some pack? Do I just upload it on it's own. Should I submit an update to the whole pack? Do I need permission from the original author (Because he isn't active anymore). Wow so many questions for such a simple thing lol
Thanks, the Brick Block works when inserted using the GPS.
Now for my other request:
Name: Mario's slope interaction
Type: Patch
Short Description: Changes how Mario interacts with 45 degree slopes
Long Description: When Mario stands still on a 45 degree slope he doesn't walk backwards off the slope like in Mario 3.
Request name: Giant Jumping Piranha Plant
Type: Sprite
Short description: A jumping piranha plant. Only bigger.
Resources: Graphics: Here-updated
Long description: A piranha plant that's big, like the Giant Piranha Plant from SMB3. It jumps 5 tiles high before sinking again.
Name: Mario's slope interaction
Type: Patch
Short Description: Changes how Mario interacts with 45 degree slopes
Long Description: When Mario stands still on a 45 degree slope he doesn't walk backwards off the slope like in Mario 3.
If i'm interpreting that right, this'll work:
Code
org $00D5D3
db $00,$00,$00,$00
Not sure if something like simple like that should be submitted to the patch section? Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Hi, could someone please create a simple patch that makes Mario always moving. I'd like to use it in my C3 entry (credit will obviously be be entitled). Thanks!
I would like to request this press start button and like it to combine with with the new game and continue also would like to add the Mario Luigi combine as well going to upload the image that is all want to say
(Click For Full Size)
also in case I forget please click on the image that you want to see it
Edit: just in case forgot mean would like all of combined in one
Mod Edit: Fixed image
Name: Mario's slope interaction
Type: Patch
Short Description: Changes how Mario interacts with 45 degree slopes
Long Description: When Mario stands still on a 45 degree slope he doesn't walk backwards off the slope like in Mario 3.
If i'm interpreting that right, this'll work:
Code
org $00D5D3
db $00,$00,$00,$00
Not sure if something like simple like that should be submitted to the patch section?
Um, this doesn't work, it didn't change how Mario interacts with slopes at all.
If that is what you wanted, make sure you patched it correctly, or applied it to the right rom. Alternatively, if you know how, you can open your ROM in a hex editor and jump down to the address in question (x057D3) and make sure it changed, or just edit it manually there.
If it is changed and it's still not working, then I can only guess that some other patch is changing how slopes work. LM doesn't mess with it as far as I can tell, though. Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Name: Bounce Sprite Tile Remapper and Palette Changer
Type: Patch
Short description: Lets you change the palette of all vanilla bounce sprites possible, and lets you remap their tiles.
Long description: What this does is remap the tiles of all bounce sprites in SMW and their palettes. This shouldn't mess up anything AT ALL, should be SA-1 hybrid, and should be compatible with any patch that involves massive sprite handling or sprite inserting, including No More Sprite Tile Limits, and Dynamic Z.
Name: Bounce Sprite Tile Remapper and Palette Changer
Type: Patch
Short description: Lets you change the palette of all vanilla bounce sprites possible, and lets you remap their tiles.
Long description: What this does is remap the tiles of all bounce sprites in SMW and their palettes. This shouldn't mess up anything AT ALL, should be SA-1 hybrid, and should be compatible with any patch that involves massive sprite handling or sprite inserting, including No More Sprite Tile Limits, and Dynamic Z.
Couldn't you just have looked at addresses $028789 (palette) and $0291F0 (tiles)?
If you like it:
Code
header : lorom
org $028789
db $00 ; Turn Block (Item)
db $03 ; Note Block
db $00 ; ?-Block
db $00 ; Unused Side Bounce Turn Block (40)
db $01 ; Glass Block
db $07 ; ON/OFF Block
db $00 ; Turn Block (Regular)
db $04 ; Yellow !-block
db $0A ; Green !-block
org $0291F1
db $40 ; Turn Block (item), !-block
db $6B ; Note Block
db $2A ; ?-Block
db $42 ; Unused Side Bounce Turn Block (40)
db $EA ; Glass Block
db $8A ; ON/OFF Block
db $40 ; Turn Block (Regular)
No, really. These are just hex edits, editing some tables so what? It is SA-1 compatible by nature (okay, maybe you can change "lorom" to "sa1rom" but LoROMs and SA-1 ROMs maps the first two MB in the same way) and patch which mess up bounce blocks also mess up this hex edit.
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