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ASM Projects show-off thread

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Looks really nice, Iceguy! I also like the colors. Health meters aren't exactly something new though... How about making something nobody has made before? ;)

Anyway, I felt like remaking my screen-scrolling doors, and this is what I got so far:

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Originally posted by Video description
I decided to start working on my "Screen Scrolling Doors" again, and it turned out a lot better than before. Now the screen actually scrolls, Mario disappears while scrolling, and there are no known bugs (so far). Maybe, just maybe, I will release this, but it consists of 4 different blocks, which have to be inserted multiple times to give them different GFX per tile (like the ledge edges and the dirt, which are actually the same block). Also, I haven't made a left-scrolling door yet, but that will probably take up just as much block space...



 
This thread doesn't get enough attention...

Some candy from my mini-hack

Enjoy!
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Originally posted by ICB
This thread doesn't get enough attention...

Some candy from my mini-hack

Enjoy!


You are a genius! You inspires me to learn ASM. If I knew what you know about ASM, I´d continue my Megaman X hack.
You´re the man!
Mega Mario:
Originally posted by ICB
This thread doesn't get enough attention...

Some candy from my mini-hack

Enjoy!


Woah, that's really awesome. Can't wait to see the full thing.
Amazing work ICB.

If I may ask, how did you make the somersaulting GFX for Mario?
I edited them from SMB3 star graphics. They use the cape glide GFX spots since there won't be capes in this game.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
  
  
 



The only problem is that the Gravity Suit gives you Space Jump, a separate powerup altogether. It's not that big of a deal though, and I'm curious how you got the doors to work - are they a sprite?


 
 
       

Fluffy video games by me and Raibys!
 
 
   
 
 
Yeah. I need to rename it, I suppose. It also lets you jump in water. I hijacked the water physics routine so Mario doesn't swim, but moves slowly and jumps higher. With the (Space Jump) you can roam freely in water as if it were air, just like in Metroid.

The door is actually a pretty simple sprite. One shot (or five, for red doors) sets a timer to decrease, which changes the GFX along with it, and when it reaches 1, it zeros the status so it disappears. I was going to use the Fireball Hit routine, but there is a bug with it that when you shoot something once, it increases the hit counter ($1528,x) each frame. So instead, I set $1528,x to #$FF in the init routine then I decreased it again in my hit routine, so the sprite wouldn't die when hit with a fireball. At the same time, it INCs $C2,x, which is the HP for opening the door. This is a roundabout way of having fire HP. Kind of inefficient on paper, but it works fine in game. The bombs are set to INC $1528,y for this sprite and another which I use for secret explodable passages.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
ICB, thats ingenious. I love it! All eh metroid-esque stuff gives the level a cool feel. It's interesting.
<TLMB> I use YY-CHR to edit DNA
Originally posted by ICB
This thread doesn't get enough attention...
Some candy from my mini-hack
Enjoy!

That is amazingly impressive. I'm actually surprised how little this is like a Mario game anymore. How many more of the power-ups do you plan to include?

Your work on the fire hp reminded me of the SMB Bowser sprite - I wonder if this method could be used with it to make its hp work correctly (it currently dies with one fireball hit).

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Possibly. I tried setting the fire HP to something below #$FF (like #$F0) to see if it would count up from there, but after one hit, it rolls over to #$FF automatically. So, if you have five fireballs to kill checked, it would take 6 fireballs by setting the fire HP ($1528,x) to #$FF in the init, unless you do what I did with the door and use another sprite table RAM for HP instead.

Here are some snippets of code from the door sprite (I added comments so you know what's going on). Try it out in some other sprites and see if it works. Fire kill must be enabled, as well as 5 fireballs to kill.

In the init routine, we use this.
Code
dcb "init"
LDA #$FF               ;set fire hit count to #$FF
STA $1528,x
RTL


Somewhere in between, we have the code to tell it how many hitpoints before the code jumps to kill, or whatever you want to make it do. I'm using $C2,x, but you can use any of the sprite tables that count only one frame at a time, like $1534,x.

Code
LDA $C2,x              ;if HP scratch RAM 
CMP #$05               ;is five
BEQ startkill          ;jump to the kill routine


This is the actual fire hit code. Make sure this comes after the HP check to kill code.

Code
LDA $1528,x            ;if fire hit 
CMP #$00               ;is zero.
BEQ DOINC              ;then go to increase code
LDA $1528,x            ;if it's #$FF
CMP #$FF               ;Don't increase other RAM
BEQ NOINC        
      
DOINC                  ;INC codes
INC $C2,x              ;Increase C2,x (We're using this for HP
LDA #$FF               ;and reset fire hit RAM to #$FF so we can use
STA $1528,x            ;it again on next hit.
NOINC                  ;continue with code...
...
RTS


After that, put your kill routine in, or you can even make it do something else if you want to.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
ICB, with the Gravity Suit, I think you'd be better off splitting it from the Space Jump Boots. Whether or not you do that, you should try using Mario's Fireball palette to signify the suit change. It would be a nice little touch. Past that, I'm blown away. That's absolutely amazing to see in motion. I can't wait to see what else you do with this mini-hack. :D
well, this is a very simple custom sprite, its only like 9 lines of code.
the video
when you grab the 4 invisible 1-up mushroom things, a message appears
thanks to Maxx and Roy
Maxx for helping me a little with the code and Roy for inspiring me to learn ASM
I do pixels sometimes
Aha, not bad at all. Once you get the hang of sprites that just alter gameplay, try sprites with graphics. So far so good, Anonimato.
Took my first crack at ASM today. Been working on a block...

Super Mario 64 Style Lava

Basically you get hurt and bounce out. nothing too complicated for my first time.

Now, I would like to thank the nice people at #serioushax for helping me out alot with the coding and Schwas tutorial for my basic knowledge.
I made a standalone game once, look for Seabug Stampede on Google Play.
HyperHacker
Nice. I can see myself using that.
My projects - ROM hacks, Gameshark codes, homebrew, useful apps, online 65816 disassembler
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That's cool, Caracc. I'd definitely use it too. Maybe you could make it more like SM64 by forcing the higher jump height and maybe generating some of the smoke extended sprite from Mario as he first jumps out? might be complicated to do though. Anyway, great job on it! ^_^
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LordVanya, my art page.
FundamentalEssence, my game development page.
Originally posted by ICB
This thread doesn't get enough attention...

Some candy from my mini-hack

Enjoy!


Epic win.
Target Blocks
It's not much, but I think no one subitted those before.
Meh, Maybe nothing, but my first custom sprite. It's a sprite that makes tile 25 show up where you place it when all sprites are gone. There IS a use for it, as shown in the vid.



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