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The ASM Requests Thread

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Originally posted by Romano338
Is there a simple "level end when boss dies" that can be added to a boss sprite?
The level ender sprite doesn't work in my case.

My sprite is Bowser by Mikeyk

The Bowser sprite acts like a Sledge Bro except Mario can’t jump on him and he spits fire.
Originally posted by bruninhopz
Originally posted by Yoshin
https://bin.smwcentral.net/u/27050/bowser.bin


He'd be made out of 32x32 tiles.
If you want a walk animation, you alternate the bottom left and bottom right 32x32 tiles.
If you want firebreathing, you swap out the top 64x32.
If Bowser jumps, you could either swap out the entire sprite, or just the bottom half. It's basically an edit of the smb1 bowser just made bigger. obv you'd have to throw the hammers and fire into sp4 since this is a big boy.


Great idea, of course I would use this in my hack, I hope it will be done


You know, all of this reminds that I have a new request for all of you.
Here is my request.

Name: Super Mario Maker Bowser and Bowser jr.

Type: Sprite

GFX: https://www.spriters-resource.com/download/69739/

Description: Bowser from Super Mario Maker Acts exactly like the SMB1 Bowser. He is very customizable, the size is adjustable. Bowser will walk back and forward his own way not like a Sledge Bro. and spit fire, then he chases Mario if he’s behind him. Take 40 fireballs hits until he dies. If Mario touches Bowser, he will push him back causes him knockbacks and he will hurt you. If the extra bit is set he will throw hammers or he will spit fire from above to make fireballs fall from the sky.
As for Bowser Jr., he acts like in SMM and just like Bowser, he’s very customizable including size adjustments. He will hop and spits big Reznor fireballs at Mario and attacks him with his spinning shell. If the extra bit is set, he will throw hammers.
Originally posted by MiniMawile303
Super Mario Maker Bomb Patch/Sprite

A bomb that functions similarly to the ones found in Super Mario Maker. Could either be a sprite for its own custom mechanics, or a patch that changes how the original bomb works.
Assuming it becomes a sprite, graphics could use the preexisting bomb graphics found in SMW.
A patch would make it so the original bomb mechanics are lost, but a sprite would allow the original bomb to stay within the game without changing anything.
Two links below demonstrate how the bomb could act. First is an easier bomb level, second is harder.

https://www.youtube.com/watch?v=_fztJmYxTxY
https://www.youtube.com/watch?v=Grz3eih62Us

If Mario spins onto this new bomb, it should get launched dependent on where Mario hits it (hits from left, launch right, vice versa). Once hit the first time, it should activate the bomb's timer, then eventually explode.

Chris has made his own walking bomb sprite. Look at this video. Maybe spin jumping on them will make them slide on the ground like in SMM. I think there will be a patch for that.
Originally posted by CalHal

Chris has made his own walking bomb sprite. Look at this video. Maybe spin jumping on them will make them slide on the ground like in SMM. I think there will be a patch for that.

thats just patch and custom block that makes specif blocks/map16 tiles to break with explosions
*THAT'S RIGHT!! NOW'S YOUR CHANCE TO BE A [[BIG SHOT]]!!
*AND I HAVE JUST.
*THE THING.
*YOU NEED.
*THAT'S
*
[[Hyperlink Blocked]]
.
This is hard for me to explain. Installing the raccoon patch and ersanio's p meter patch may help understand better.

Anyway when I fly up, then I'm coming back down. As Im falling I can make the p-meter fill up again. I only want it to be able to fill up while on the ground. Like in smb3. I'm sorry this is a piss poor way of explaining it, but I can't think of any other way :(


Edit:
I figured out the problem, but I don't know how to fix it.
After flying has worn of mario should begin to fall like he is coming down from a jump. But he instead keeps his flying pose. Can anyone help me make mario begin to fall normal after flight is over.
Originally posted by zacmario
This is hard for me to explain. Installing the raccoon patch and ersanio's p meter patch may help understand better.

Anyway when I fly up, then I'm coming back down. As Im falling I can make the p-meter fill up again. I only want it to be able to fill up while on the ground. Like in smb3. I'm sorry this is a piss poor way of explaining it, but I can't think of any other way :(


Edit:
I figured out the problem, but I don't know how to fix it.
After flying has worn of mario should begin to fall like he is coming down from a jump. But he instead keeps his flying pose. Can anyone help me make mario begin to fall normal after flight is over.

A quick search turns up at least three different raccoon patches - which one in particular might you be using?

In the meantime, though, educated guess suggests your problem is RAM address $72 - finding a way to set it to #$24 after flight is over would probably fix your issue. Normally it gets set to #$0C when jumping from a full sprint (as one must do to fly), which allows the player to accelerate in midair until landing.
Originally posted by CalHal
Originally posted by Romano338
Is there a simple "level end when boss dies" that can be added to a boss sprite?
The level ender sprite doesn't work in my case.

My sprite is Bowser by Mikeyk

The Bowser sprite acts like a Sledge Bro except Mario can’t jump on him and he spits fire.

Basically yes, that's why I'd like the piece of code to end the level, but I don't think it'll happen
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
VLDC12 - 72HoKaizo#1
Since we're in october already, I figured I could try asking this:

Request name: 48x48 Big Boo & Big Boo Boss
Type: Sprite
Short description: A normal & boss version of big Boo that's 32x32 48x48 instead of 64x64 and also uses SP3.
Resources: The Big Boo Disassemblies + the only sprite hosted here that uses this sort of tilemap.
Links:
Long description: It always annoyed me how you can't mess that much with Big Boo's looks due to how it handles his graphics routine (wanna resprite him into being King Boo? Go ahead, but forget about him ever wearing his crown jewel thing), so I was thinking that maybe if the sprite's tilemap was somewhat smaller it would be possible to add more personality to it and maybe even make it be something completely different. I also tried resizing him myself to no avail, so I though that maybe someone with actual experience with making sprites could do a better job than me.

Edit: Oops, I meant 48x48, not 32x32. regardless, it would be cool if someone did a tiny big boo boss.
Originally posted by Moltz
Since we're in october already, I figured I could try asking this:

Request name: 32x32 Big Boo & Big Boo Boss
Type: Sprite
Short description: A normal & boss version of big Boo that's 32x32 instead of 48x48 and also uses SP3.
Resources: The Big Boo Disassemblies + the only sprite hosted here that uses this sort of tilemap.
Links:
Long description: It always annoyed me how you can't mess that much with Big Boo's looks due to how it handles his graphics routine (wanna resprite him into being King Boo? Go ahead, but forget about him ever wearing his crown jewel thing), so I was thinking that maybe if the sprite's tilemap was somewhat smaller it would be possible to add more personality to it and maybe even make it be something completely different. I also tried resizing him myself to no avail, so I though that maybe someone with actual experience with making sprites could do a better job than me.

Someone had already made a 32x32 Boo. Try this YI Big Boo and see how you like it. Maybe someone needs to make a boss out of it.
Request name: Shuriken bro
Type: Sprite
Short description: They are similar to their relatives, Hammer Bros., except they are colored pink and, as the name implies, throw shurikens. The shurikens fly horizontally through the air for a split second, before falling through the ground.



for more info: http://fantendo.wikia.com/wiki/Shuriken_Bro.



i hope this is not impossible
Originally posted by Maarfy
Originally posted by zacmario
This is hard for me to explain. Installing the raccoon patch and ersanio's p meter patch may help understand better.

Anyway when I fly up, then I'm coming back down. As Im falling I can make the p-meter fill up again. I only want it to be able to fill up while on the ground. Like in smb3. I'm sorry this is a piss poor way of explaining it, but I can't think of any other way :(


Edit:
I figured out the problem, but I don't know how to fix it.
After flying has worn of mario should begin to fall like he is coming down from a jump. But he instead keeps his flying pose. Can anyone help me make mario begin to fall normal after flight is over.

A quick search turns up at least three different raccoon patches - which one in particular might you be using?

In the meantime, though, educated guess suggests your problem is RAM address $72 - finding a way to set it to #$24 after flight is over would probably fix your issue. Normally it gets set to #$0C when jumping from a full sprint (as one must do to fly), which allows the player to accelerate in midair until landing.

Thanks for the reply, And sorry for the late response. I'm using the "much better raccoon patch" I think you are right. Not sure where I need to be to fix this.

link to the code.I put the code up here so it doesn't need to be downloaded.
Hm the patch is a arse load of hex edits so I need a way to check for falling and And set to #$24? . Not sure where to look to edit that in the game. Anyone know?
Request Name: Different Level Palette on Special World Complete
Type: Patch
Short Description: Causes levels to load a different palette when the Special World complete flag is set.
Long Description: Similar to Super Mario Advance 2, I'd like to request a patch that causes the levels to use a different palette when the special world complete flag is set, either defined in a table within the uber asm or simply selecting a lunar magic level palette.

I'm planning on adding a day/night cycle and I've hit a complete roadblock because I don't understand the cgram routine nearly enough.


Don't need it.
o ok
Request Name: (Any)

Type: Patch

Short Description: A patch that disables Player 2 from getting the save prompt during a save level (Ghost House, Fortress, Castle & etc.). It completely omits the save prompt from appearing for Player 2 (Luigi).
Name: No Power Up Waste

Type: Patch?

Description: If you collect a powerup which you cannot use (because you already have that power and you also have another one in your reserve box) it gives you a 1UP instead of nothing.
GANYMEDE

Chapter two: Land of No Shame
Coming January 2022
Originally posted by zacmario
Thanks for the reply, And sorry for the late response. I'm using the "much better raccoon patch" I think you are right. Not sure where I need to be to fix this.

link to the code.I put the code up here so it doesn't need to be downloaded.
Hm the patch is a arse load of hex edits so I need a way to check for falling and And set to #$24? . Not sure where to look to edit that in the game. Anyone know?

That patch is just a slightly hex-edited version of the vanilla gravity + cape flight routine, and that turns out to be something of a problem. I had coincidentally been studying that routine for my own needs and I made an earnest effort to come up with a fix for you, but everything I tried bugged out something else due to how the base code is structured. It can most certainly be done, it's just considerably more complicated than I expected (or it really isn't and I'm just not seeing it). I'm disinclined to keep playing with it, but I'll be sure to let you know if I happen upon anything useful in the future.


Originally posted by Ondore's Lies
Name: No Power Up Waste

Type: Patch?

Description: If you collect a powerup which you cannot use (because you already have that power and you also have another one in your reserve box) it gives you a 1UP instead of nothing.

I took a crack at this one as it seemed fairly simple - and it was, though I sure made a mess of it. I hope you don't mind if I post it here, as the code is on the smaller side:

Code
if read1($00FFD5) == $23

sa1rom
	!addr = $6000
	!long = $000000

else

lorom
	!addr = $0000
	!long = $800000

endif

!0DC2	= $0DC2|!addr
!1DFC	= $1DFC|!addr

;--------------------------------------

org $01C545
	autoclean JML TouchPowerup
	NOP


freecode

TouchPowerup:

	CMP !0DC2		; Check item to be placed in reserve against item already in reserve
	BEQ ++			; Run another check if item is a duplicate
	BRA +			; 

	.SetReserve
	TYA			; Retrieve ID of item to store to reserve
	TXY			; Restore index to powerup table
	PLX			; Retrieve index to touched powerup sprite

	+
	STA !0DC2		; Store item to reserve if different
	LDA #$0B		; 
	STA !1DFC		; Play sound
	JML $01C54D|!long	; Return to grant powerup as usual

	++
	PHX			; Preserve index to touched powerup sprite
	TYX			; Place index to powerup reward table in X
	TAY			; Save ID of item to (potentially) be placed in reserve
	LDA $01C524|!long,x	; Check if touched powerup would change player powerup status
	DEC			; 
	BNE .SetReserve		; Set reserve item if powerup status is changing
	PLX			; Retrieve index to touched powerup sprite if not
	JML $01C5FE|!long	; Jump to routine to give player a 1-UP

Tested, and seems to work fine in the context of vanilla Super Mario World; I don't know what other changes you've made to the powerup system, however, so if something isn't behaving properly, just let me know.
Originally posted by IronFoxGaming


How about Cosmic Clones?

NaroGugul has made Shadow Ninji sprites which they do act like Cosmic Clones. They are not really shadow clones of Mario and Luigi but they act much like them.
Request name: Electric block
Type: Sprite
Short description: A sprite that will hurt Mario only if is submerged in water. If not, will act like a grey block.
Links: https://youtu.be/l4_O8yboqnE

Long description: I need a sprite that will hurt Mario only if it's submerged in water (Tile 2). If not, will act like a grey block (Tile 130). I need that the sprite graphics changes if is submerged, with animation of 2 frames if submerged and no animation if not. The reason for it is that I want to simulate a block that will conduct electricity only if is inside water, and this way will hurt Mario. And the reason that I want a sprite instead of a block is that a custom block would overwrite the water block, unless if it's on layer 2, but I want to use it on no-layer 2 levels too.
Please, check the video above to see what I really want.
#yolo what the f * c k !
⠀⠀⠀⠀⠀a a a a a a a a a a
It's a secret shhh
Thank you Maarfly. I have no plans on modifying the power ups otherwise then then this. So we should be good to go! Thanks a ton for fixing that!
edit:
I read that wrong. Thank you for trying to fix it. If you accrossed the fix in the future please let me know. Thank you.
Originally posted by httpERROR404
Request name: Electric block
Type: Sprite
Short description: A sprite that will hurt Mario only if is submerged in water. If not, will act like a grey block.
Links: https://youtu.be/l4_O8yboqnE

Long description: I need a sprite that will hurt Mario only if it's submerged in water (Tile 2). If not, will act like a grey block (Tile 130). I need that the sprite graphics changes if is submerged, with animation of 2 frames if submerged and no animation if not. The reason for it is that I want to simulate a block that will conduct electricity only if is inside water, and this way will hurt Mario. And the reason that I want a sprite instead of a block is that a custom block would overwrite the water block, unless if it's on layer 2, but I want to use it on no-layer 2 levels too.
Please, check the video above to see what I really want.


Sounds simple. Enjoy!


Originally posted by Maarfy

Tested, and seems to work fine in the context of vanilla Super Mario World; I don't know what other changes you've made to the powerup system, however, so if something isn't behaving properly, just let me know.


It works beautifully, as far as I can tell. Thank you so much yet again. And for the record, I have no problem with anyone using anything made at my request.
GANYMEDE

Chapter two: Land of No Shame
Coming January 2022
Originally posted by RussianMan
Sounds simple. Enjoy!


Thanks Russian, was exactly what I want. #w{<3}
#yolo what the f * c k !
⠀⠀⠀⠀⠀a a a a a a a a a a
It's a secret shhh
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