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Tip: When you're about to release your hack, make a patch first, patch it to a clean ROM, and then test that. This way, you are testing both the hack AND the patch.Not logged in.
ASM Projects show-off thread
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - ASM Projects show-off thread
Pages: « 1 2138 139 140 141 142155 156 »
Originally posted by Roberto zampari
Oh, then you're using a Laptop Windows 7 with AVG and Avira installed, correct?
Why are you asking to alcaro to scan the file?
I primary ask any moderator to check the file. Okay, edited on who's being asked.

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Give thanks to RPG hacker for working on Asar.
Limited spawner. the discription says it all. Very useful for puzzle levels and preventing the player from spamming sprites.

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Give thanks to RPG hacker for working on Asar.
Hi, I found this site something like 7/8 years ago.
I was 14/15.
I started learning something, tried to create something good, asked help to a lot of people and being quite annoying.
I left hacking, but still came to this site to play new good hacks.

Then, this summer, for an university exam, I found my old hack folder. And I tried again.

At the start I asked F3fka some help, and thanks to him I refreshed my knowledge... (Probably he don't even remember about my PM ahaha)

Anyway, I'm proud to show you what I did.

A lot of patches all changed to finally get a nice Wario on SMW.
Wario's graphics by me.

HOW DO I INSERT THE PREVIEW? ^^" LINK FOR VIDEO BTW

Dear TheDarknex... Please don't duplicate post.

First off, applying patches (even multiple) to make a player act a certain way is nothing for you to show off here. That's better left where I link down below, in reason 2.
Second, you posted the exact same thing in this thread, and the funniest part, that post was made right before you made this one.

Originally posted by timing
Linked post
-Oct-14-2015 12:08:35 AM
Above post
-Oct-14-2015 12:09:29 AM


Here is a warning, don't do it again.

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Your layout has been removed.
For the double post, sorry, didn't know that was a bad thing!
I thought to post there for the graphics and here for the ASM...

BTW

I didn't just "applyed patches", I started from them and modified them almost completely to remove bugs and improve them, maybe you didn't noticed from the video, but there are few things like
- A knockback when hit a wall while dashing
- A 3 frame animation on the dashing
- A knockback when you hit the ground if you groundpound
- Walking while ducking with a 2 frame animation and inverted hitbox
- Respectively shattering blocks
- A complete readjustment of routines and controls
- A modified status bar

If all this can't be shown-off here, then sorry again...
That actually does look really nice!
The only thing I think would be a nice change would be the carrying, since Wario traditionally carries stuff over his head.

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Your layout has been removed.
i'd make a gif for this but imgur wasnt working at the time.

Bouncing Bubble bounces.

Jump inside to activate swim physics and press B to "swim".

Jump out with spin jump button for more height. But it pops when a sprite touches it.

Also, finally fixed a sneaky bug where you go below screen and swim flag is left active. Still wondering how/trying to make it work for bounce sprites. Should I make it pop for munchers/spikes?

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What-A-Blast has been cancelled...
**Layout by Erik557




Made a cute little roulette item that works with the glass block, and also changed the super OP cape into a more reasonable double jump. I'm yet to figure out how to switch the palette of Mario to show the new powerup, however.


Click image to download.

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Give thanks to RPG hacker for working on Asar.
Ruberjig, that is a pretty sweet and awesome gimmick, I haven't seen anything like that yet. Amazing job! (The art looks fantastic too)

allowiscious, I'm not certain of what you're showing off here, but it looks like to me a random item and whatever item it is you get goes straight to your reserve slot? That's pretty neat, I was looking for something like that a while back, but glad to see someone actually made one.

GreenHammerBro, the doors are pretty sweet. Even better that they are blocks! I'll be using these, great job!

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Your layout has been removed.
Wow that's awesome GHB, totally planning on using them in my hack at some point #ab{:D}
32x32 custom button switch


The pressed switch is actually blocks that changes map16, not sprite nor exanimation. This is mainly a template if you wanted custom events. For example, a spaceship's self destruct switch.

Also another thing: SMA2 slide kill chain:


Nintendo originally was going to implement that in the game. But due to a bug that sets $7E18D2 to #$01 when killing each enemy, it always give you 200 points and plays the same pitch each time. This can be proven that SMA2 does that.

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Give thanks to RPG hacker for working on Asar.
You have some nice stuff here, especially that 32x32 button.
Thanks, about the 32x32 button, it changes its state by changing 4 map16 tiles, thats how it changes its image so that you don't need exanimation at all. Since this is a template, try combining this with sram, freeram address that don't reset and objectool, you can have more switch palaces than the normal 4 from smw, great for hacks that has tons of secret exits around.

Edit: I have now compressed the map16 change routine to use a loop. just re-download for an updated version.

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Give thanks to RPG hacker for working on Asar.
I have an idea if somebody wants to try and make this.

So I was thinking about how sprites are something that can act on their own while blocks are something that need mario to interact with it an order for the code to run.

I thought " why not try and make a block which acts like an enemy". Now this has been done before cough cough munchers, but my idea is a bit more dynamic and gives the sense that a block really acts like an enemy.

Basically its a block that you put on the ground and mario has to walk on it. The block has a face on it (like an enemy) and when mario touches the block the face gradually becomes angry and more angrier eventually the face gets really angry and turn the block red and that's when the block "attacks" mario. And it all depends on how long mario is touching this block.

So again mario stands on what looks like a neutral character and then the character gets upset and after mairo stands on it long enough it kills or hurts mario. The blocks graphics are drawn in such as way to make it look like a sprite.

So its like a block which is trying to act like an enemy.
Originally posted by Final Theory
I have an idea if somebody wants to try and make this.




Not sure if this is what you meant, but this is what I came up with. When you stand on it, it changes into the
next block, which is a hurt block. Of course the SMW block gfx would be best suited with this block.
For this I went ahead and used $140F for a timer, since it gave me less problems.

...Also included in that gif is a solid block that "dies" when you jump off of it. There is a %10 chance it won't fall,
but... meh.

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What-A-Blast has been cancelled...
**Layout by Erik557


Aftertouch shatter:

Had to use custom sprite in order the "get off the block" code to run. Better than "disappear after jump" by JackTheSpades, because this doesn't depend on the jump button to disappear. This also detect if you walk off the block.

Requested by Final Theory.

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Give thanks to RPG hacker for working on Asar.
Originally posted by Ruberjig




Not sure if this is what you meant, but this is what I came up with. When you stand on it, it changes into the
next block, which is a hurt block. Of course the SMW block gfx would be best suited with this block.
For this I went ahead and used $140F for a timer, since it gave me less problems.

...Also included in that gif is a solid block that "dies" when you jump off of it. There is a %10 chance it won't fall,
but... meh.


You might wanna use gps's "move sprite into block" after spawning the sprite, because I notice the sprite has moved a few pixels right when spawned.

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Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
Aftertouch shatter:

Had to use custom sprite in order the "get off the block" code to run. Better than "disappear after jump" by JackTheSpades, because this doesn't depend on the jump button to disappear. This also detect if you walk off the block.

Requested by Final Theory.


Holy crap! You did it. So is it a sprite or a block? Either way I'm so going to use this, but I will probably replace the shatter with a puff of smoke.

MEGA THANKS! :)
It's a hybrid, starts out as a block, and when stepped on, becomes cracked and spawns the invisible sprite to detect if the player is leaving the block, if it is, then shatter.

To make it use the puff of smoke, set the secondary change (3rd block) map16 to 25 and enable map16, so it disappears in a puff of smoke.

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Give thanks to RPG hacker for working on Asar.
Pages: « 1 2138 139 140 141 142155 156 »
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