I guess I can request this:
Request name: Shop Blocks for custom Powerups v3.3.0
Short description: With this, you can buy custom powerups for a required number of coins that vanish in one shot or remain there forever.
Resources: None available
Long description: With these blocks, not only you can add the regular power-ups, you can also add LX5's custom powerups in the shop blocks. You will need a few coins to pay and you can make the blocks vanish or stay there after payment.
Request: Invincible Whilst Ducking/Crouching Type: ASM Patch Description: When Mario ducks/crouches on the ground he is invincible until they release the button. If he tries to duck jump then it does not work.
Name: No killing Pipe-Dwelling enemies while inside of pipes.
Description: It’s too easy to kill enemies inside of pipe (Piranha Plant). If Mario cape spins or holds a shell or throw block next to the enemy inside the pipe, it will die. Also when Mario throws a fireball on the pipe while the enemy is inside, it will die. This patch will fix this. It will make a special growing and shrinking hitbox for pipe-dwelling enemies to present cape spins, fireballs, and shell holding attacks while inside of pipes. It will work on all directions, especially upside down ones which has the moving coin bug. If Mario throws a fireball in the at an enemy inside of a upside down pipe, a coin will show up moving back and forward, and it’s hard to get it out. Would it that be so annoying. This patch is also a bug fix.
Request Name: Fleeing Goal Sphere Type: PIXI Sprite GFX: Doesn't need Description: Goal Sphere version of Roy's Fleeing/Attacking Moon.
It would be nice in chase levels! For more options like attacking on off / fleeing distance / flying on off would be very nice.
Short description: An unused enemy from SMB3 that wanders around and occasionally jumps, the player will be bounced upward upon contact from any side except the bottom.
Resources: None, original doesn't have graphics. Could have it mapped to use the Goomba graphics
Long description: It walks around like normal, but will randomly stop for a bit before jumping anywhere between two tiles high or five tiles high. Sometimes when it stops, it won't jump at all but will just continue walking. It will also change direction at random similar to an NPC sprite. Running into it or jumping on it will send the player upward by at least two tiles, the only way it can harm you is if you touch the bottom of the sprite and the only way the player can defeat it is by using shells, fire, cape or a star.
Request name: Layer 2 On/Off switch for vertical levels
Long description: A custom command for vertical levels to make layer 2 move left on the On setting, and right on the Off setting. I've always wondered if this has been done before, though.
Request name: Pipes act as checkpoints
Type: Patch (or UberASM?)
Description: Pipes act as checkpoints. If Mario enters a pipe and ends up in a sublevel, then dies in that sublevel, he restarts from the pipe once he reenters the level.Mecha-Porky #69 mechanically dabbed! Thread for hack I might not finish due to poor time management
first of all, making the time unlimited. i asked erik for this fix, he said this:
Originally posted by Erikie
try removing DEC !RAM_TimeInWall|!addr ;/
i figured it might as well just be included in my request rather than me do it, though.
the main meat of this is i want this to work this way: when you jump at a wall and press towards it, you stick to it. rather than autoclimbing, you can only climb if you press upwards. likewise, if you press down you will climb downwards. you can hold away from the wall, but you wont fall off (from testing, i found out that if you do this on a right-facing wall you will stick on, but you'll fall off a left-facing wall). if you press down + jump you'll just drop off the wall downwards instead of climbing.