Banner
Views: 926,238,870
Time:
19 users online: ageVerrly,  bebn legg, DasFueller, Dr.Moe, Eduard, Everest, GigaCrash, Gurjinter,  K.T.B., kaitri, Lumy, MrDoubleA, nicknicknick2020, pakkie, qantuum, Ralshi02, RandomType, SteamyPanini, TheJank - Guests: 93 - Bots: 70 Users: 51,772 (2,051 active)
Latest: nevermania
Tip: Using the retry system in your Kaizo: Light hack is recommended.
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 2153 154 155 156 » Link


Some thing I cooked up minutes ago. It's the Roto Disc... Mario Forever style.



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



Dream team (feed them, please):






Like those new Roto discs. They remind me of Kaos Island. The hack has slow roto discs, fast falling Thwomps and some other Mario forever enemies.


Another thing of mine (kinda):



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



Dream team (feed them, please):






I did a small code involving lots of freeRAM:


Yes, that HDMA effect scrolls with the background.

--------------------
Rest in peace, Near.
A simple Skipsqueak sprite I'm making. Planning to use it on some levels I plan to start making to later compile into a hack.

Graphics are unfinished, wuffalo volunteered to make some for me.

3D World behavior (jumps every $6C frames):


Mario Maker 2 behavior, activated with Extra Bit (jumps when Mario jumps):


I still need to make it compatible with SA-1 and comment the code if there is interest to upload this onto the site.

Nothing impressive but anything to make this thread active.

--------------------
HackPortsASM"Uploader"

Originally posted by lion
A simple Skipsqueak sprite I'm making


Very cool! It's great to have stuff from future games retrofitted into this one.
Have you thought about making a variant that would make it move forward constantly? You see Skipsqueaks on conveyor belts most of the time, so it would make sense.

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

Currently working on Æther: The Infinite Library!

Other Submissions of mine!
Originally posted by lion
A simple Skipsqueak sprite I'm making. Planning to use it on some levels I plan to start making to later compile into a hack.

Graphics are unfinished, wuffalo volunteered to make some for me.

3D World behavior (jumps every $6C frames):


Mario Maker 2 behavior, activated with Extra Bit (jumps when Mario jumps):


I still need to make it compatible with SA-1 and comment the code if there is interest to upload this onto the site.

Nothing impressive but anything to make this thread active.

Here are some GFX you wanted for your simple Skipsqueak sprite.


Figuring out how to HDMA.
Cower before the shitty censored status bar of novice-ness

--------------------
HackPortsASM"Uploader"

I added a sound effect to wiiqwertyuiop's "water level blocks" that only plays if it changes the water level state.





--------------------
NewPointless
wtf sonic shields in smw how



--------------------
I should show off a couple resources which I only showed at Discord but never here in the forums.



This is a falling wall from Yoshi's Island, freshly constructed with HDMA (yes, HDMA, not bitmap drawing as you might think). Most of the code is ported from Yoshi's Island and translated to 65816 ASM.
You'll recognise this from my CLDC as that's where it was originally created.

Aside from a couple of bugs (the wall may go beyond), it's basically ready. Just use SA-1 (the calculation is a bit tricky), insert layer3wall.asm with UberASM, falling_wall.* with PIXI (trig.asm needs to be in the same folder). You need to put two of them so they don't spawn in the middle of the screen — if the extra bit is clear, the wall is on the left side, else on the right side.



This is a recreation of Mode 2 lava from Yoshi's Island. In addition for giving the lava a nice animation, it also affects the interaction which can be seen in the GIF at a closer look.
Similar to the falling wall, most of the code is from Yoshi's Island (modified for 65816 ASM) and used my CLDC entry.
lion gave me inspiration to it as he commented on my rip of 3D Stones about adding Mode 2.

No download as the interaction is a bit buggy.



A firefly from Super Metroid (as you might have guessed, I like to recreate stuff from other games). The animation isn't really difficult: You might say it's colour animation but instead, it's just colour maths. The idea is that I write to the fixed colour which means the background colour would animate with grey / white colours but instead is set to subtract the colours from, in this case, layer 2 and 3. Want tiles which aren't affected? Put them on layer 1 like in Super Metroid!

No download since the code is not finished yet (most notably, no fireball and cape interaction and no movement) and I'll probably change the darkness code. I will upload it to the sprites section once finished, though.



Back to Yoshi's Island: The timed platforms we host are sprites. You can't use too many of them at the sime time, though, unlike Yoshi's Island due to one fundamental difference: They are blocks at the latter. My version uses the same approach (yes, I looked at Yoshi's Island again). The kicker: I use only a single custom block + a sprite! I use the tile number to determine the behaviour i.e. the number of times you can hit it and which side Mario stands on the platform. In addition, I also preserve the Map16 tile number of the platform which means beyond the fact that the units of the Map16 numbers matters, you can put the platform on the Map16 table anywhere you want!

Once again, I have to finish the platform to release it on SMWC.


Edit: Fixed last image.

--------------------
Rest in peace, Near.
Wow. Those falling walls look amazing! Very nice one!

--------------------
Mario Quits - My Kaizo hack in progress
Something I have been working on for a couple days:

Yes, both the background and message box are on layer 3. The idea is that I not only write the message box depending the layer 3 position but also restore it afterwards. The code is a bit based of Yoshi's Island which also handles message boxes this way. All what's missing is the windowing and the inline layer 3 message can be released.

--------------------
Rest in peace, Near.
Originally posted by MarioFanGamer
Something I have been working on for a couple days:

Yes, both the background and message box are on layer 3. The idea is that I not only write the message box depending the layer 3 position but also restore it afterwards. The code is a bit based of Yoshi's Island which also handles message boxes this way. All what's missing is the windowing and the inline layer 3 message can be released.

Nice, does this also work for "course clear!" text ?

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




Originally posted by JP32
Nice, does this also work for "course clear!" text ?

Sadly not because the message box messages use a black background (which means you can hide the rest of layer 3 through windowing) but the course clear text uses a transparent background.

--------------------
Rest in peace, Near.

Still WIP, i can't say how long until i release this but i hope more people use it.

--------------------
Pages: « 1 2153 154 155 156 » Link
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - ASM Projects show-off thread

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks