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Rock climbing blocks:

Click image to download.

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Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
Rock climbing blocks:

Click image to download.



File not found...

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100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Originally posted by MarkD
Originally posted by GreenHammerBro
Rock climbing blocks:

Click image to download.



File not found...


Woops, that was because of a removal reason. I've edited the post and now you can download it now.

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Give thanks to RPG hacker for working on Asar.
Super map16 change:


Note that the changing tiles the switch does must be off-screen.


Will be released on C3.

BETA release (for review).

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Give thanks to RPG hacker for working on Asar.
Not having looked at the code, but how is this different from a simple "solid if" block + exanimation?
I mean, I guess you're saving exanimation slots if you're really that low on them for a level somehow but... I kinda feel like saying "back in my days we just did ...". Dunno why.

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... what even am I doing with my life?
An usage of this block that can't be done with examination without showing black bars at the top of the screen is changing a large area of blocks that uses a lot of different graphics.

I feel like this would be a bit complicated for a normal user to use this resource, especially to build the table of the Map16 blocks, even with a diagram it would be a pain to work with.

Not saying that this is a bad idea, just saying this isn't that easy to use.
@GreenHammerBro: Could you tell us how this block works?
I know that...

Originally posted by GreenHammerBro
Note that the changing tiles the switch does must be off-screen.
Originally posted by Roberto zampari
@GreenHammerBro: Could you tell us how this block works?
I know that...

Originally posted by GreenHammerBro
Note that the changing tiles the switch does must be off-screen.


It simply changes the values at address $7XC800 where X is E or F. The area that it writes the map16 must be off screen is because it actually does change a map16 tile, much like GPS's map16 change routine. But without updating the graphics, should you have it on-screen, the tiles' graphics won't change, but its interaction do change.

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Give thanks to RPG hacker for working on Asar.
Maybe you can call the stripe image uploader for the on-screen map16 tiles so you can have instant updates. And in case it causes v-blank overflow (while it should not, the system is dumb as hell), maybe you can write your own alternative or even force reload the whole tilemap at once which can be less time consuming than upload individually 1/4 of the screen.

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Since most newer Mario games won't let you take Yoshi to another level and since most SMW hacks also don't really intent for it, I made a little something:


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Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Originally posted by JackTheSpades
Since most newer Mario games won't let you take Yoshi to another level and since most SMW hacks also don't really intent for it, I made a little something:

Oh, neat! I was hoping someone would make a patch for this.

What happens if the spin jump is disabled?

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Yoshi generally just disappears when you go to the OW, like when using start-select or exit by keyhole.
However, if you disable spinjump in a way that you can't get off of yoshi in the first place, I'd wonder why you put one in your level anyway.

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Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
I meant disabling the spinjump while still allowing you to get off Yoshi.

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This would be cool to see in the VLDC levels, however its not vanilla so who knows if you can use it or not. But it would fit in perfectly.
Since there isn't any thread for releasing mini hacks I decided to put this here.

Super Mario World reversed Frequency Hack

Super Mario World reversed Frequency Hack with custom music

If you are familar with Sonic hacks at all, there once was a time where somebody got bored and made reversed the pitches in all the game. I did the same thing for SMW.

No video because that would ruin the surpize however here's link a video of Sonic 1 Reversed Frequency so you know what to expect.

I put it here since I used the disasm you can find to make this. So technically it's a asm hack.

Edit: I fixed the pitch bends so redownload. (old file with broken pitch bends here)
Originally posted by TheStoneBanana
All of this was made possible by Totino's, guys
Sonic Mania wouldnt exist without it

Thanks for the amazing layout LDA!
well, the melody of the here we go theme is pretty nice

not sure what's going on with the vibrato and pitch bends, but i might have a guess.
Welp I just figured out you can just use addmusick to do this also...

So here's a patch of my custom music test rom with reversed pitches

Also MercuryPenny Since you like Here we go I included Decisive Here we go in there as well.

Edit: Since this isn't really all that hard to do in AddmusicK i'll just post what I did.

in Addmusick go into the asm folder and open main.asm, search for "PitchTable:" and replace it with this:

Code
PitchTable:
	dw $10be
	dw $0fcd
	dw $0eea
	dw $0e14
	dw $0d4a
	dw $0c8b
	dw $0bd6
	dw $0b2c
	dw $0a8c
	dw $09f4
	dw $0965
	dw $08de
	dw $085f


The Addmusick method doesn't break pitchbends so I updated the regular SMW music link with fixed pitchbends (I kept the old file since some sound effects sound interesting with broken pitchbends. Also in the original post)

Well I said I wasn't going to do a video but eh, here
Originally posted by TheStoneBanana
All of this was made possible by Totino's, guys
Sonic Mania wouldnt exist without it

Thanks for the amazing layout LDA!
...That will only reverse the standard notes {c to b -> b to c} and not the octaves or the pitch multiples, etc. I mean, o5 c is still higher pitched than o4 c, for example. For a full effect you might want to xor the pitch by $3fff before it gets written to the DSP. Or if you want less weird results, simply reverse the octaves around get pitch routine.

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Yeah I noticed some issues with this, but I don't know the SNES' ASM language at all and was just going off of what I know via knowing Java and Python and Sonic 1 hacking.

This is probably literally the only thing you'll ever see me do that's asm related.
Originally posted by TheStoneBanana
All of this was made possible by Totino's, guys
Sonic Mania wouldnt exist without it

Thanks for the amazing layout LDA!
@LuigiXhero - well you could always get better at ASM. Once you get into it a bit and experiment, it shouldnt be too hard.

anywho heres something


This is basically a spinning dynamic sprite with the player's graphics, following the player and hiding his graphics. If you're wondering why it's flickering, it's because of how many frames it takes to upload it and how quick it does it, so the faster I make the sprite rotate it, the more it breaks and flickers. I could slow it down a bit, but that'd look weird honestly...

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I do art commissions cheap! PM here or DM via Discord for more details.

**Layout by Erik557


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