Language…
10 users online: Dispace, gemstonezVA, Golden Yoshi, Isikoro, JBrownFroggie, Maw, prettybloodzelm,  Thomas, xhsdf, Zavok - Guests: 916 - Bots: 113
Users: 70,469 (2,469 active)
Latest user: zimu26

The ASM Requests Thread

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 69
  • 70
  • 71
Originally posted by MarioFanGamer
Originally posted by DaSpongeBobMan
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 $0291F0
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.


When I patched the whole thing, it made the fire flower, red mushroom and 1-up mushroom go behind objects and when you spawn bounce sprites rapidly, some of those bounce sprites go invisible. Please make a proper fulfill to this request.
My Mode 0 guide.

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

I made a thread like this 3 years ago, but it got closed ;_;7

Anyway, it's small actually. I would like a piece of code that disables L/R and triggers a sound effect when Mario walks into the screen, but plays normally as soon as you walk way from the screen with said code.
@DaSpongeBobMan: I was off by the address by one byte and I such have fixed it.

Keep in mind that the value of $0291F0 (which apperantly is the fourth OAM slot) was originally $1C so if you haven't made a backup, remember to change it back.

tl;dr: Use this patch instead:
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 $0291F0
db $1C ; 4th OAM Slot, not used for the bounce blocks as a tile number, don't change.
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)
Originally posted by anonimzwx
Originally posted by cheat-master30
Eh, I don't think the GFX space is too much of an issue. I mean, we've got quite a few dynamic sprites so big you have to insert their graphics through a seperate patch.

They'd maybe not work in a massive game with tons of custom resources, but I think 64KB of graphics is fine for a lot of shorter ones.

Either way, can't wait to see your game!


the only problem is that they need an special patch to insert the graphics and you must replace like 4 values on the .asm.


Well, this isn't really that much of an issue. I mean, already patch stuff like Romi's sprites which use multiple ASM files you have to reference in the sprite ASM. And many other dynamic sprites here have you insert the graphics and then reference the location in the ASM file.

But if not, I'll think of something else I guess.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by MarioFanGamer
@DaSpongeBobMan: I was off by the address by one byte and I such have fixed it.

Keep in mind that the value of $0291F0 (which apperantly is the fourth OAM slot) was originally $1C so if you haven't made a backup, remember to change it back.

tl;dr: Use this patch instead:
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 $0291F0
db $1C ; 4th OAM Slot, not used for the bounce blocks as a tile number, don't change.
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)


You were right about that priority problem thingy, it does happen when you place a mushroom, 1-up mushroom, or fire flower in front of FG even in the original game. I should've known better. And I don't need this anymore, since I already patched this:

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Bounce sprites
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;; Turn block with item
org $0291F1 : db $40 : org $028789 : db $04 : org $02925D : db $02                ; Tile


;;; Note block
org $0291F2 : db $6B : org $02878A : db $03 : org $02925D : db $02                ; Tile


;;; ? block
org $0291F3 : db $2A : org $02878B : db $04 : org $02925D : db $02                ; Tile


;;; Side turn block
org $0291F4 : db $40 : org $02878C : db $04 : org $02925D : db $02                ; Tile


;;; Glass block
org $0291F5 : db $EA : org $02878D : db $01 : org $02925D : db $02                ; Tile


;;; ON/OFF block
org $0291F6 : db $8A : org $02878E : db $07 : org $02925D : db $02                ; Tile


;;; Turn block
org $0291F7 : db $40 : org $02878F : db $04 : org $02925D : db $02                ; Tile



It's from spriteremap.asm which is made by applying STEAR. I organized it with SA-1 Convert. But thanks anyway.
My Mode 0 guide.

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

Originally posted by TheBiob
I hope a patch is ok as well otherwise it's not possible to prevent powerups as well

Belated but yeah this is fine, thanks.

Okay new request: I need a block that turns switches off when touched by any sprite, including Mario. It cannot turn switches back on and it shouldn't make any sound when touched, if possible. Please tell me if something's unclear.

Thanks in advance!
Originally posted by Hamtaro126
I have my first request of this thread-

Request name: Improved SMB3 Giant ? Blocks and Brick

Type: Blocks

Description: A set of improved blocks based off Giant World from SMB3, But also shatters/spawns an item when hit with a shell or when mario hits it from below.

Should come with:
-A Giant ? Block that spawns a Super Mushroom or Fire Flower
-A Giant ? Block that spawns a 1-Up Mushroom
-A Giant Brick that Shatters

Resources: ExGFX, for Vanilla SMW Palette

Sample Image of ExGFX:


C3 time.

Download.
Give thanks to RPG hacker for working on Asar.
Name: SRAM Saver
Type: Patch
Short description: Lets you save everything in your game, like powerup status, lives, Dragon Coins and coins collected, Yoshi riding flag, etc...
Long description: Same as above, but make it fully SA-1 hybrid and make it compatible with custom status bar patches, inamelia's 4, 5, and 6-digit coin counters, and LX5's custom powerup patch, please. I don't want no issues.
My Mode 0 guide.

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

Originally posted by maro
I want to request this block, that goes up by one each time it's struck from below, then shrinks into a single block after a while.

Max length doesn't matter as long as it's easily configurable.


here and here
Pretty sure it's alright if you bundle those two together in one submission, this is kind of more confusing than it needs to be.
Your layout has been removed.
Originally posted by leod
Pretty sure it's alright if you bundle those two together in one submission, this is kind of more confusing than it needs to be.


I guess it is. I put everything in the block submission here
@TheBiob - Thanks, not just for the request, but also on the community's behalf for your efforts so far.

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

One last request from me:

  • Request name: P-Switch Activated Climbing Net.
  • Type: Block.
  • Short description: These are climbing net tiles that will only appear and become climbable when a P-Switch is active.
  • Graphics/Resources: Same as original. No custom GFX required. You don't have to integrate the net door.
  • Long description: If Mario is still hanging onto it when the P-Switch runs out, he'll automatically fall off it, obviously.
    Can also be activated by a silver P-switch if possible.
Originally posted by maro
Request name: P-Switch Activated Climbing Net.

here
Originally posted by maro
Request name: P-Switch Activated Climbing Net.

here
My second request, i just wonder how many requests you need.

Request name: Bowser Boss from Super Mario 3D World
Type: Custom Boss
Resources: HERE
Links: HERE (2:24)
Long description: This Bowser boss have small jumps and spit fireballs (like SMB3 Bowser), but Bowser throws an explosive soccer balls to Mario. To defeat the Bowser, you must throw these soccer balls at Bowser, which can explode upon contact on this boss. Make sure that these soccer balls bounce and explode like Bob-omb and explosion contact on Bowser, as well, the number of hits that need to defeat the boss. Sorry about that, the car isn't included on this ZIP file on the resources.
Okay, here's a simple one to replace my last request.

Request Name: Axe Ghost/Mummy from Wario Land 4
Type: Sprite
Resources: Either this sprite sheet or this one
Links: Pretty much anywhere in this video
Long Description: They charge at you on sight and swing an axe. If jumped on, they flip over and can be thrown around like a Goomba or something.

Or in other words, they're basically a Chargin' Chuck you can pick and throw, and that dies in one hit if you use a spin jump or fire.

Either way, should be useful for a lot of Mario ROM hacks, since they're pretty easy to reskin into something theme specific.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by TheBiob


Suggestion: You should make the block extend depending on certain Map16 tiles.

For example, there will be a Map16 tile that makes the sprite extend up, down, left, and right just like GreenHammerBro did on his Kirby Bomb pack.

It would be cool if the block could extend 2 times up, 3 times left, and then 1 time up again until it reaches the limit. And after a few seconds, it retracts all the way back.

Either way, this is a really nice block :P



Request name: Real Homing Bill
Type: Sprite
Resources: Real Homing Bill (I recolored the Bullet Bills), SMB3 Fire Chomp (for some ASM)
Links: SM3DW Cat Bullet Bills, SMB3 Fire Chomp
Long description: These Homing Bills will follow Mario with ease, just like the SMB3 Fire Chomp. Do NOT make it go only horizontally or vertically like this Homing Bullet Bill.

These Homing Bills will go fairly slow when following Mario and will make ticking sounds right before it explodes (you can choose the sound effect) Just think of an SMB3 Fire Chomp that doesn't spit out fireballs, if that makes anything simpler.

The most difficult part in coding this may probably be setting the graphics to every direction the Homing Bill will move (horizontal, diagonal, vertical).
My YouTube Channel
Best SMW Hacks Compilation
Here's my request:

NameLuigi Scuttle/Flutter Jump and physics
TypePatch
Short descriptionThe Luigi physics from NSLU, except for the longer skidding time.
Resourceshttp://www.smwcentral.net/?p=section&a=details&id=4190
videoLink
Long descriptionIn NSLU, Luigi jumps with a Flutter/Scuttle, which makes him jump and fall slower. So basically, this patch would make the player jump and fall a bit slower, allowing the player jump across great distances, which can be configurable by the player. Luigi also jumps higher than the other characters, so maybe integrating the Configurable Jump Height Patch with this could help. For flexibility, maybe have on option for this to affect Player one AND/OR Player 2. SA-1 compatibility would also be nice.


EDIT: I've used the table format thing.
Originally posted by chineesmw
Originally posted by TheBiob


Suggestion: You should make the block extend depending on certain Map16 tiles.

For example, there will be a Map16 tile that makes the sprite extend up, down, left, and right just like GreenHammerBro did on his Kirby Bomb pack.

It would be cool if the block could extend 2 times up, 3 times left, and then 1 time up again until it reaches the limit. And after a few seconds, it retracts all the way back.

Either way, this is a really nice block :P



Request name: Real Homing Bill
Type: Sprite
Resources: Real Homing Bill (I recolored the Bullet Bills), SMB3 Fire Chomp (for some ASM)
Links: SM3DW Cat Bullet Bills, SMB3 Fire Chomp
Long description: These Homing Bills will follow Mario with ease, just like the SMB3 Fire Chomp. Do NOT make it go only horizontally or vertically like this Homing Bullet Bill.

These Homing Bills will go fairly slow when following Mario and will make ticking sounds right before it explodes (you can choose the sound effect) Just think of an SMB3 Fire Chomp that doesn't spit out fireballs, if that makes anything simpler.

The most difficult part in coding this may probably be setting the graphics to every direction the Homing Bill will move (horizontal, diagonal, vertical).


Your real Homing Bullet Bill exists and was made by some Japanese hacker quite a while ago:

http://bin.smwcentral.net/u/10295/Homing_Bill.zip

Just have to change the Get Draw Info variable to point to where you patched Romi's Get Draw Info routine.

You can see a modified version of that sprite in the fourth door of Bowser's Castle in Brutal Mario, where you have to guide it to blow up Bowser statues.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
I just hope my request hasn't been forgotten.

  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 69
  • 70
  • 71
Link Thread Closed