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It was more like a Mushroom that grants you power for a limited time, in exchange of death... o.o

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My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Yea, as I said, it was just a show-off how it will work. The mushroom was just an example. Basically I could create a new sprite or use the old poison mushroom and make Mario die slower unless he finds the anti-poison item, which will restore it or something, xD.
the pic doesn't show up

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Who knows what post number this is?
Round 2... FIGHT!

http://www.youtube.com/watch?v=zE1YzwcFrjY

The new things :

- YOU CAN JUMP :O :O :O *shot*
- A block, which is almost completely compatible with Z positioning. What's not, read in backfire.
- A shadow tile (that was the easiest part, of course).

The backfire :

- Regular blocks and/or sprites will NOT, I repeat, NOT work correctly. That's why I've excluded the coins this time.
- Mario will go EITHER in front OR behind the block. Mario's Z position cannot change this, due to Lunar Magic's enforcement of setting whether Mario goes OR behind OR in front of a block :(. I am sure to fix this, though...

Features that will be added for upcoming updates :

- Pokey shadow
- A fix on the aforementioned ?-block problem, and actually, fixing everything about the block.
- Give the block a 3D-look, and making it stop adding coins after a time. Also, spawn coins instead of simple adding one to the counter.
- Possibly an extension of Z positioning?
- Etc., I believe I'm forgetting stuff...

ErsanEdit: Made a link of the video.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------

:o I'd have shown a pic of it closed, but I didn't want you people thinking it's FAKE! :D

Go get it in the Sprites section. Now. It works. ;D

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Originally posted by Lucario

:o I'd have shown a pic of it closed, but I didn't want you people thinking it's FAKE! :D

Go get it in the Sprites section. Now. It works. ;D


That's a dynamic door?

@Fuzzyfreak: You almost turned SMW into SMRPG. Looks great!
Originally posted by 1024
blocks + vid

Those would be very usefull for my hack.
Originally posted by MetaKnight
Originally posted by Lucario

:o I'd have shown a pic of it closed, but I didn't want you people thinking it's FAKE! :D

Go get it in the Sprites section. Now. It works. ;D


That's a dynamic door?

Nope. I don't use dynamic sprites. At all. Most likely never will, either. I just don't know if they're worth the trouble for my hack... :/

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
I saw that sprite and remembered I had a project to make a real dynamic door, and I had plenty of time to finish it, so I began working on it again.

here's the progress so far:
http://www.youtube.com/watch?v=EwxoTeUU73c

EDIT: Download it here!

ErsanEdit: Made a link of the video.
Originally posted by edit1754
I saw that sprite and remembered I had a project to make a real dynamic door, and I had plenty of time to finish it, so I began working on it again.

here's the progress so far:
-video-

D:

Tell me, how did you make the door actually fall? I can't do that on my sprite. :/


(Also, I hope your sprite doesn't make people forget mine. It shouldn't, since yours is dynamic, and mine is not.)

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Originally posted by Lucario
how did you make the door actually fall?

Code
JSL $01802A		; update position based on speed values

that will make the sprite fall, move the sprite according to speed values (modified with its gravity code), and interact with objects.
Originally posted by Ersanio

I currently have nothing to show though, besides this:





The Mario in the middle of the screen is THE Mario, and the other one is actually the OW Pirahna plant.

I made some minor changes in the OAM for the OW sprite (Pirahna plant in this case), and made this thing. Atleast I almost know how the OAM for the OW sprites works now. No, I did not edit the GFX file and the palletes. This is real. I directly edited the ASM codes using all.log and the debugger.
</b>

You just wasted alot of your time!!! CONGRATULATIONS!!!

I earned myself a 24h ban by wasting my time to type this post made of fail!!! CONGRATULATIONS TO MYSELF!!!
Unexpected end tag (</b>) at 656, expected </div>
Originally posted by edit1754

Code
JSL $01802A		; update position based on speed values

that will make the sprite fall, move the sprite according to speed values (modified with its gravity code), and interact with objects.

Thanks, that works. But tell me this- how do I make it react as 32x32 to objects? It currently reacts as 32x32 to Mario, but is stuck partway into the ground when it falls...

...why am I asking you these questions here? Should I not? ._.

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
use the same object clipping value (not sprite clipping value) as the urchin or the mega mole or something

Also... now that you mentioned it, I think these questions should be in PMs instead.
@ @
0

Woah, those are some sweet doors edit!

I wish i could program dynamic sprites
(I also wish i could program sprites at all)
Here's the biggest work I have done:



First Screen: Sprites that will give you a certain amount of coins.
Second Screen: P-Switches with different settings.
Third Screen: Flying versions of the items that will spawn sprites.

SMW Items

Man, I need a vacation.
Whoa a flying key. :p

Is that flying "spring" (well, the object that makes mario jumps higher) drop when mario jump on it, or it stays in the air and let mario jump from there?

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Wii adress : 1866 4531 1332 6514

YI Door v2.0. Has Normal Doors, Locked Doors, and Boss Doors. Oh, and Locked Boss Doors. ;) They cannot be configured to teleport somewhere specific, though. I tried, and it doesn't want to use the specified destination, only the screen exit. Oh well.

It also falls! :D Oh yes, speaking of which, there is one major problem with that..


If you look closely, you will see that the left block has been flipped, yet the door falls. It shouldn't do that. However, there is no easy-to-access setting that makes the sprite react to objects with a 32x32 hitbox, only 16x16 or so. :/ Please, if anyone knows how to fix this, please let me know immediately! It is the only obstacle I need to overcome before I can release this sprite! (Well, and the configurable teleport, too...)

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Originally posted by lucas92
Is that flying "spring" (well, the object that makes mario jumps higher) drop when mario jump on it, or it stays in the air and let mario jump from there?


It "drops" to the ground when it's touched from above and will boost you if holding any buttons, it can't handle that much weight. :P

With the sole exception of the Flying Question Block and the Flying Throw Block since they will carry you. The Flying Throw Block will turn into a sprite if you press or hold the buttons.

@Lucario: I think you need to change it's object clipping to either 1 or E.

Link to IPS file
(visit Yoshi's Island 1)

It's a text viewer which can be useful for quite a lot of things... except that it slows down when there's too many sprites on screen at once. My original plan for this was a new credits screen (hence the IPS name).

It's very dynamic. As you can see in the demo, most things can be modified on a per-letter basis: Coordinates, palette, speed, delay, space between letters... The only thing one can't change is the direction. As you can see, it can also handle any amount (that doesn't break sprite limitations) of moving letters at the same time.

Also, it appears to overwrite Mario's sprites for some reason (can't be seen in demo). I blame Nintendo for some reason.
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