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The ASM Requests Thread

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Name:Manualed vanilla sprites
Type:Patch
Description: Existing sprites operate differently depending on the Extra byte and Extension. This patch can be useful for those who don't want to use a lot of custom sprites.
(Maybe this proposal is very unreal.)



(I'm sorry if that request is too huge.)
-canceled request lies here-
GANYMEDE

Chapter Two: Land of No Shame
Name: Block that shatters on Bob-omb explosion
Type: Block
Description: A block that shatters if a Bob-omb's explosion contacts it.
Could be used for puzzles or hiding secret exits
"What's 9 + 10?"
-Jah
Originally posted by ModernKiwi
Name: Block that shatters on Bob-omb explosion
Type: Block
Description: A block that shatters if a Bob-omb's explosion contacts it.
Could be used for puzzles or hiding secret exits

Already exists (as a patch). You'd need a patch anyway since explosions don't interact with blocks anyway.
Name : Extra byte P-Switch
Type : Patch
Description : If Extra byte is 0, blue POW, 1 is silver

Name: Anti-Lakitu Cloud Block
Type: Block
Description: If the player passes this block while riding in a Lakitu's cloud, the cloud will vanish in a puff of smoke.
"Glauben Sie nicht alles, was Sie im Internet lesen." - Karl Marx
Name: Small Mario Exit
Type: Patch
Description: Set mario to small when exiting a level, should also remove yoshi. This would be useful in almost every kaizo hack to prevent cheese.
Originally posted by Knosic
Name: Small Mario Exit
Type: Patch
Description: Set mario to small when exiting a level, should also remove yoshi. This would be useful in almost every kaizo hack to prevent cheese.

Already exists.
Originally posted by MarioFanGamer
Originally posted by Knosic
Name: Small Mario Exit
Type: Patch
Description: Set mario to small when exiting a level, should also remove yoshi. This would be useful in almost every kaizo hack to prevent cheese.

Already exists.

oh
ya know, it makes sense this already exists lol
Name: Slow Shell
Type: Sprite
Description: A shell that moves slower than mario when thrown or kicked by a blue koopa. Would be cool for shell surfing and doing easy midairs.
Name: very high "uncontrollable" jump
Type: UberASM patch
Description: I'd like Mario to jump very high even when you only press the jump button for a very short amount of time (like the 2-frame jump). A jump that be like, I don't know, maybe 8 tiles high of something like that. I tried the low gravity patch, but you jump quite low when you press quickly the jump button.
If you've played/seen JUMP1/2, something like in the level where when you jump, you keep going up and never go down, forcing you to jump under ceilings to go down. This might work, not exactly what I want, but that would suit what I want better than the low gravity ;) (never mind, I remembered poorly, in JUMP1/2 it's a note block that makes you jump infinitly)

Thanks
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Originally posted by Von Fahrenheit
Insert this routine and JSR to it

Code
InverseController:
		LDX #$07
	-	LDY $0DA2|!Base2,x
		LDA .Table,y
		STA $0DA2|!Base2,x
		DEX : BPL -
		LDX #$03
	-	LDA $15,x : TAY
		LDA .Table,y
		STA $15,x
		DEX : BPL -
		RTS

	.Table
	db $00,$02,$01,$03,$08,$0A,$09,$0B,$04,$06,$05,$07,$0C,$0E,$0D,$0F
	db $20,$22,$21,$23,$28,$2A,$29,$2B,$24,$26,$25,$27,$2C,$2E,$2D,$2F
	db $10,$12,$11,$13,$18,$1A,$19,$1B,$14,$16,$15,$17,$1C,$1E,$1D,$1F
	db $30,$32,$31,$33,$38,$3A,$39,$3B,$34,$36,$35,$37,$3C,$3E,$3D,$3F
	db $80,$82,$81,$83,$88,$8A,$89,$8B,$84,$86,$85,$87,$8C,$8E,$8D,$8F
	db $A0,$A2,$A1,$A3,$A8,$AA,$A9,$AB,$A4,$A6,$A5,$A7,$AC,$AE,$AD,$AF
	db $90,$92,$91,$93,$98,$9A,$99,$9B,$94,$96,$95,$97,$9C,$9E,$9D,$9F
	db $B0,$B2,$B1,$B3,$B8,$BA,$B9,$BB,$B4,$B6,$B5,$B7,$BC,$BE,$BD,$BF
	db $40,$42,$41,$43,$48,$4A,$49,$4B,$44,$46,$45,$47,$4C,$4E,$4D,$4F
	db $60,$62,$61,$63,$68,$6A,$69,$6B,$64,$66,$65,$67,$6C,$6E,$6D,$6F
	db $50,$52,$51,$53,$58,$5A,$59,$5B,$54,$56,$55,$57,$5C,$5E,$5D,$5F
	db $70,$72,$71,$73,$78,$7A,$79,$7B,$74,$76,$75,$77,$7C,$7E,$7D,$7F
	db $C0,$C2,$C1,$C3,$C8,$CA,$C9,$CB,$C4,$C6,$C5,$C7,$CC,$CE,$CD,$CF
	db $E0,$E2,$E1,$E3,$E8,$EA,$E9,$EB,$E4,$E6,$E5,$E7,$EC,$EE,$ED,$EF
	db $D0,$D2,$D1,$D3,$D8,$DA,$D9,$DB,$D4,$D6,$D5,$D7,$DC,$DE,$DD,$DF
	db $F0,$F2,$F1,$F3,$F8,$FA,$F9,$FB,$F4,$F6,$F5,$F7,$FC,$FE,$FD,$FF


Use responsibly, no one likes having their controls inversed.

Thanks
I'm not too sure what you mean by "Insert this routine and JSR to it"?
(sorry I know nothing about ASM)
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Name: Disappearing Blocks
Type: Block
Desc.: There are 4 blocks. Every second, they take turns acting like 130, they are otherwise 25.
(Ex. block 1 is solid from the start, blocks 2, 3, 4 are passable. 1 second later, block 2 is solid, blocks 1, 3, 4 are passable, etc.)
Originally posted by GatoSlashFish
Name: Disappearing Blocks
Type: Block
Desc.: There are 4 blocks. Every second, they take turns acting like 130, they are otherwise 25.
(Ex. block 1 is solid from the start, blocks 2, 3, 4 are passable. 1 second later, block 2 is solid, blocks 1, 3, 4 are passable, etc.)

I'll try to take on this one, Yoku Blocks in SMW always fascinated me ever since Brutal Mario and it sounds rather simple-ish.

I don't promise it getting finished too soon? Motivation is a fuck.
HackPortsASM"Uploader"

Keep in mind that framal blocks do exist. They aren't timed perfectly to the second but yes, they do exist.
Originally posted by MarioFanGamer
Keep in mind that framal blocks do exist. They aren't timed perfectly to the second but yes, they do exist.

Oh, I didn't know. Though, I do feel like running on a timer they'd be easier to modify for one's whims. They would require free RAM however...
HackPortsASM"Uploader"

Name: Darken Mario
Type: Patch/Uberasm + block
Description: A series of blocks that darken/undarken palette 8 (Mario's palette) specifically.

The intent is to lay out the level so that something overhead can obscure the player in a bit of shadow. It's pure eye candy, so no worries if it can't be feasibly done without some drawbacks somewhere.


Other Submissions of mine!
I have a really cool idea. It will totally change how important coins are to the gameplay. Pretty please, someone make this for me. I will credit anyone who helps even a little bit.

Type: Patch
Name: Money is Time

Description: By pressing a button combo (I am thinking both shoulder buttons plus Up on the Dpad, this isn't something you want to do by accident), your current coin count is added to your timer, and your coins are set to 0.

- If you run out of time and your coin count is greater than zero, the above action should take place automatically. If you have zero coins and zero time, then you die.

- If your coin count is 99 and you collect another coin, your coin count remains at 99, and the timer increases by one second instead. This way, you have an extra incentive to get coins even when you've maxed out on what you can 'carry'.



This is intended to let me turn the timer into a thirst meter, and the coins you collect are now water you collect (in a canteen), and you will sometimes have to 'drink' in order to not succumb to thirst (and if you do, you at least can gulp whatever you have). Doesn't that sound more fun than just getting another 1UP you don't need?

I think this is a patch good for anyone who wants to make coins and the timer more important and strategic for the player.
GANYMEDE

Chapter Two: Land of No Shame
Originally posted by Ondore's Lies
I have a really cool idea. It will totally change how important coins are to the gameplay. Pretty please, someone make this for me. I will credit anyone who helps even a little bit.

Type: Patch
Name: Money is Time

Description: By pressing a button combo (I am thinking both shoulder buttons plus Up on the Dpad, this isn't something you want to do by accident), your current coin count is added to your timer, and your coins are set to 0.

- If you run out of time and your coin count is greater than zero, the above action should take place automatically. If you have zero coins and zero time, then you die.

- If your coin count is 99 and you collect another coin, your coin count remains at 99, and the timer increases by one second instead. This way, you have an extra incentive to get coins even when you've maxed out on what you can 'carry'.



This is intended to let me turn the timer into a thirst meter, and the coins you collect are now water you collect (in a canteen), and you will sometimes have to 'drink' in order to not succumb to thirst (and if you do, you at least can gulp whatever you have). Doesn't that sound more fun than just getting another 1UP you don't need?

I think this is a patch good for anyone who wants to make coins and the timer more important and strategic for the player.


This seems pretty neat and it doesn't seem all that hard at first glance. If I find the motivation I need to get the code done, I might do this.
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