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The ASM Requests Thread
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - The ASM Requests Thread
Pages: « 1 262 63 64 65 66 »
Name: Mario-dependant-lineguided-Platform

Type: Sprite

Description: a Simple Line-Guided-Platfrom, that checks whether mario is standing on the platform or not.
The Plaform should have 2 options (extra bit or something):
-only moving when mario is standing on it
-only moving when mario is not standing on it
Request Name: Sleepy Koopa Troopas
Type: Sprite
Tool: PIXI

Description: "A Sleepy Koopa Troopa that's sleeping until Mario gets close enough, after which it wakes up and tries chasing you, It'll fall back to sleep once Mario is faraway enough from it."

The 4 different colored Koopa Troopas will have their own unique set (If Possible):

Green: Will act like normal, can fall back to sleep.
Red: Once it wakes up, it will never go back to sleep.
Blue: Same as Green, but runs faster than usual.
Yellow: When it wakes up, it'll do a ground stomp (ONCE) that can stun Mario for a second and will never fall back to sleep.

Can be decided if you want to go disco shell or not when it wakes up, but the shell will stay in one color, depending on the Koopa Troopa.
Quote

Request Name: Firework
Type: Cluster
Tool: PIXI
Description: Converting the Firework disassembly by KevinM into a cluster sprite. I think the firework disassembly is laggy and makes Mario disappears because it's a standard sprite.

These fireworks will spawn every few seconds or so, looping throughout the screens - similar to Ladida's cluster sprite effects.

The fireworks could either scroll along the foreground or background.

FOREGROUND:
If these fireworks scroll along the foreground, then this cluster sprite should come with a shooter. The shooter will make the firework placement more accurate.

BACKGROUND:
If these fireworks scroll along the background, then this should stay a cluster sprite (or generator).

I'm fine with either option. But if you can make both, then that would be amazing!
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Originally posted by Hayashi Neru
Request Name: 16×16 sprite moving/directional coin
Type: Patch(not sprite)
Tool: ASAR
Graphics:

Description: Fix the tile number of the moving coin(21) and Directional coin(45) graphic to E8. In this case, the EA and FA are empty, and the coin tile size is maintained at 16 × 16.
Flying red coin sprites change the tile number to A2 (smiley coin). (smiley coin).

Exit:
Code
org $01C667
	db $EA,$EA
org $029A6B
	db $EA,$EA
Request Name: Custom Powerups
Type: Sprite/Powerups
Tool: PIXI/Asar?

Description: "A Wario Land 4 inspired dash powerup, and a fiery, burning upgrade to the Fire Flower!"

Flame Mario:
-Is a fiery red and yellow palette
-Shoots the Yoshi Flame (horizontal)


Wah Mario/Wario Mario/WaMario/Dash Mario (Name is a W.I.P):
-Mario has Wario's palette, Luigi has Waluigi's
-At top speed, the player does a high-speed dash like Wario in WL4
-Breaks through Turn Blocks, ? Blocks, and Hard Blocks
-Kills most enemies (except for Thwomps, Pendulums, and bosses) in 1 hit
-Stops when you hit a wall


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

Bully for Smash! (please?)


Originally posted by Bully With A Hat
Request Name: Custom Powerups
Type: Sprite/Powerups
Tool: PIXI/Asar?

Description: "A Wario Land 4 inspired dash powerup, and a fiery, burning upgrade to the Fire Flower!"

Flame Mario:
-Is a fiery red and yellow palette
-Shoots the Yoshi Flame (horizontal)


Wah Mario/Wario Mario/WaMario/Dash Mario (Name is a W.I.P):
-Mario has Wario's palette, Luigi has Waluigi's
-At top speed, the player does a high-speed dash like Wario in WL4
-Breaks through Turn Blocks, ? Blocks, and Hard Blocks
-Kills most enemies (except for Thwomps, Pendulums, and bosses) in 1 hit
-Stops when you hit a wall

LX5 has already made Custom Powerups in his thread. If you think you want more, why can't you ask him/her?
Request Name: DKC Styled Level System
Type: Sprite/Patch
Tool: Pixi
Graphics: Yes
Description: A Donkey Kong Country styled level system where non-beaten yet levels display a symbol, after the level is beaten, a player symbol is replaced. Bonus points if all Yoshi Coins are collected, the level name displays an exclamation symbol after beating it.
Graphic Samples: Non-beaten levels can be displayed with the Bowser Symbol, beaten levels can be displayed with the Mario's 'M'.

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


Have a frost day~
Originally posted by FragOnCrack
Name: Mario-dependant-lineguided-Platform

Type: Sprite

Description: a Simple Line-Guided-Platfrom, that checks whether mario is standing on the platform or not.
The Plaform should have 2 options (extra bit or something):
-only moving when mario is standing on it
-only moving when mario is not standing on it


Done!
Name: Skipsqueak

Type: Sprite

Description: Skipsqueaks constantly run on moving platforms going in the opposite direction, causing them to remain in one place. They also jump up periodically and are usually found in groups of two or more. Skipsqueaks can be defeated by using any form of attack, including a jump attack. When the extra bit is set it will become a Spiny Skipsqueak.

Name: Different Small Mario/Super Mario Jumping SFX
Type: Patch
Description: A patch that allows you to set different jumping sound effects depending on Mario's powerup state, like in Super Mario Bros. 3 and the original Super Mario Bros.
Now with 200% more randomized EarthBound characters.
Originally posted by gohkeenytp
Name: Skipsqueak

Type: Sprite

Description: Skipsqueaks constantly run on moving platforms going in the opposite direction, causing them to remain in one place. They also jump up periodically and are usually found in groups of two or more. Skipsqueaks can be defeated by using any form of attack, including a jump attack. When the extra bit is set it will become a Spiny Skipsqueak.

Originally posted by CalHal
Request name: Skipsqueak

Type: Sprite (PIXI)

GFX:

Description: A stationary rodent enemy from Super Mario 3D World. In Super Mario Maker 2, the enemy will stay on the ground without walking, and if the player jumps or spin jumps, the enemy jumps back. While Skipsqueak is on conveyer blocks, he will still be remain stationary without getting moved (running to the conveyer blocks). You can get a Spiny Skipsqueak if the extra bit is set.
We both requested that sprite. There is some sprites I found that act like Skipsqueak like the ones in VIP Mario 6 and the Ninji, jumps with player by RussianMan. lion is working on a Skipsqueak sprite. make sure you PM.
Name: Reznor Fireball Disassembly

Type: Disassembly

Desc.: Could someone please do a disassembly of Reznor's fireball? I'm looking in SMW Sprites and don't see one. If someone's already done one, let me know. Thanks!

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

Bully for Smash! (please?)


Name: No Overworld

Type: Patch

Edit: This needs to be have compatible for custom powerups, and sa-1, except for music that been fixed in main.asm

--------------------
Here is my new layout.
Originally posted by Bully With A Hat
Could someone please do a disassembly of Reznor's fireball? I'm looking in SMW Sprites and don't see one. If someone's already done one, let me know. Thanks!
RussianMan has already done that, but Erik removed it long ago.



Originally posted by Fermín Acosta Jr.
Name: No Overworld

Type: Patch

Description: This patch removes the overworld, so beating a level makes you go directly to the next level instead of visiting the OW in between (001->win->002). Screen exits are allowed and does not edit this counter; 002->025->win leads to 003. Beating 024 leads to 101; beating 13B gives unpredictable results.
Saving is automatically done after each level. Switch palaces will work as well, though this patch makes large forks a bit tricky, so they may not be very useful.
You will, obviously, also start in a level (001, to be specific). All stuff dependent on level number, including the castle destruction sequences and switch palaces, will still work.
However, the player switching code is removed. Therefore, you should apply "One OR two players only", "Choose Player SMB:TLL Style", or something similar, or the players will just get confused.
You can even get secret exits to work with this patch, but then you need to modify $13BF manually. This will tell the patch to load another level.
This patch took me five days to make due to the extensive testing required and all weird bugs that kept popping up, from the music not restarting after dying to midway points triggering after beating a level. There is a risk I didn't find all bugs.


Needs to be have compatible for custom powerups, and sa-1, except for music that been fixed in main.asm

Alcaro has already done that. It already exist.


Originally posted by CalHal
Originally posted by Fermín Acosta Jr.
Name: No Overworld

Type: Patch

Description: This patch removes the overworld, so beating a level makes you go directly to the next level instead of visiting the OW in between (001->win->002). Screen exits are allowed and does not edit this counter; 002->025->win leads to 003. Beating 024 leads to 101; beating 13B gives unpredictable results.
Saving is automatically done after each level. Switch palaces will work as well, though this patch makes large forks a bit tricky, so they may not be very useful.
You will, obviously, also start in a level (001, to be specific). All stuff dependent on level number, including the castle destruction sequences and switch palaces, will still work.
However, the player switching code is removed. Therefore, you should apply "One OR two players only", "Choose Player SMB:TLL Style", or something similar, or the players will just get confused.
You can even get secret exits to work with this patch, but then you need to modify $13BF manually. This will tell the patch to load another level.
This patch took me five days to make due to the extensive testing required and all weird bugs that kept popping up, from the music not restarting after dying to midway points triggering after beating a level. There is a risk I didn't find all bugs.


Needs to be have compatible for custom powerups, and sa-1, except for music that been fixed in main.asm

Alcaro has already done that. It already exist.

Think he was aware it existed, hence why his "description" of the patch is copypasted directly from Alcaro's patch's description. His request more-specifically appears to be that last sentence asking for custom powerup and SA-1 support.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Originally posted by CalHal
Originally posted by Fermín Acosta Jr.
Name: No Overworld

Type: Patch

Description: This patch removes the overworld, so beating a level makes you go directly to the next level instead of visiting the OW in between (001->win->002). Screen exits are allowed and does not edit this counter; 002->025->win leads to 003. Beating 024 leads to 101; beating 13B gives unpredictable results.
Saving is automatically done after each level. Switch palaces will work as well, though this patch makes large forks a bit tricky, so they may not be very useful.
You will, obviously, also start in a level (001, to be specific). All stuff dependent on level number, including the castle destruction sequences and switch palaces, will still work.
However, the player switching code is removed. Therefore, you should apply "One OR two players only", "Choose Player SMB:TLL Style", or something similar, or the players will just get confused.
You can even get secret exits to work with this patch, but then you need to modify $13BF manually. This will tell the patch to load another level.
This patch took me five days to make due to the extensive testing required and all weird bugs that kept popping up, from the music not restarting after dying to midway points triggering after beating a level. There is a risk I didn't find all bugs.


Needs to be have compatible for custom powerups, and sa-1, except for music that been fixed in main.asm

Alcaro has already done that. It already exist.

Think he was aware it existed, hence why his "description" of the patch is copypasted directly from Alcaro's patch's description. His request more-specifically appears to be that last sentence asking for custom powerup and SA-1 support.


Thanks!

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

Bully for Smash! (please?)


Request: SMB3 style Bob-omb
Type: Patch
Description: This patch allows SMW Bob-ombs to turn into SMB3 Bob-ombs when the extra bit is set to 1. Just like in the SMW hack (SMB1X).
Originally posted by gohkeenytp
Request: SMB3 style Bob-omb
Type: Patch
Description: This patch allows SMW Bob-ombs to turn into SMB3 Bob-ombs when the extra bit is set to 1. Just like in the SMW hack (SMB1X).

LMPuny has done an SMB3 Bob-omb sprite.
Why don't you PM to LMPuny to tell him how.

I also wanted NSMB Bob-ombs like this post. You when Fire Mario throws a fire Fireball at the Bob-omb, they turned into stomped ones.
I attempted to insert the SMB3 Bob-Omb sprite and got the error below:
Macro SubOffScreen not found

--------------------
Putting my YI hack on hold.
Request name: Disable Big Boo Boss Transparancy
Type: Patch
I want to disable the Big Boo Boss transparancy.
Pages: « 1 262 63 64 65 66 »
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - The ASM Requests Thread

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