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ASM Projects show-off thread
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Originally posted by Koopinator113
Ixtab, Jerry didn't mean to be rude. The bosses he makes are for him and my hacks. Think about Brutal Mario- Carol wouldn't release his/her sprites. Think about that boom-boom sprite that Carol made- people asked for it, but Carol wouldn't release it- probably because so much effort went into it. That's all that Jerry is doing.

Actually, on some occasions, he did give his entire brutal mario sprite pack away to those who had asked. (I know a few people who have the pack and even have a few of his sprites myself). More or less, I believe that Carol either got too annoyed by all the requests, is far too busy to reply any more, or wants brutal mario to be unique. Would brutal mario be so "cool" and "awesome" if there were thousands of other games with the exact same bosses? Anyways, back on topic, while the sprite is relatively simple, it does look pretty cool, considering I cant make anything other than generators. :P
Originally posted by Adam
Originally posted by Koopinator113
Ixtab, Jerry didn't mean to be rude. The bosses he makes are for him and my hacks. Think about Brutal Mario- Carol wouldn't release his/her sprites. Think about that boom-boom sprite that Carol made- people asked for it, but Carol wouldn't release it- probably because so much effort went into it. That's all that Jerry is doing.

Actually, on some occasions, he did give his entire brutal mario sprite pack away to those who had asked. (I know a few people who have the pack and even have a few of his sprites myself). More or less, I believe that Carol either got too annoyed by all the requests, is far too busy to reply any more, or wants brutal mario to be unique. Would brutal mario be so "cool" and "awesome" if there were thousands of other games with the exact same bosses? Anyways, back on topic, while the sprite is relatively simple, it does look pretty cool, considering I cant make anything other than generators. :P

Yes, and Jerry and I want SM: escape from YI to be unique- seeing as he's main spriter and I am the creator. That's why I said it- and so it's understandable why Jerry dosn't release his sprites- and to be honest neither would I! #w{:<}

ok, lets clear this sh*t up:
If i make stuff for people, i want to keep them private.
if i do not, i will most likely release it.

the end of the discussion is here. now move on, please.



I might put some sort of signature here once. I guess.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by Ixtab
youre coming off sort of arrogant jerry. espeically when your sprites are relatively simple. Nothing wrong with asking for something, all you have to do is say no.


To be fair, Roberto is notorious for constantly asking people (like Sonikku, for example) to submit their sprites to the Sprite page. Mainly not here, but definitely on YouTube.

Quote
on another note, why don't people release most of their stuff? I intend on releasing everything I've ever made as soon as I feel it will be worth it. I've yet to do anything special though.


Normally to prevent people (mainly the noobier people) from overusing what they creating. But that moreso applies to the more "advanced" sprites and plenty of the really useful ones.


Originally posted by JeRRy86
the end of the discussion is here. now move on, please.


i mean, this thread is for showing off ASM. not for fighting with arguments.



I might put some sort of signature here once. I guess.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Argh, my mistake. Sometimes I'll completely miss a post when making one of my own.

Anyway, that's a fine boss sprite. There's probably a couple other things you could do to it for Kaizo standards (erratic movement, random jumping, etc.), but the terrain you used for the fight makes up for it.

Originally posted by JeRRy86
Originally posted by JeRRy86
the end of the discussion is here. now move on, please.


i mean, this thread is for showing off ASM. not for fighting with arguments.


No one was fighting with a loaded argument. we were simply discussing our projects.

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Originally posted by Ixtab
Originally posted by JeRRy86
Originally posted by JeRRy86
the end of the discussion is here. now move on, please.


i mean, this thread is for showing off ASM. not for fighting with arguments.


No one was fighting with a loaded argument. we were simply discussing our projects.


Nor can you just say "end of topic" when you have no authority to do so #w{=P}

Anyways, I have my reasons for not submitting everything I complete. For music it's mostly because I'm just too lazy to reduce the insert size of the song. However, for sprites I prefer to take requests of individuals so that I can give their hack something unique. A unique hack does mean something to a great deal of people. I didn't submit my divebomb swooper because I know it's going to be used in SMWCP and possibly FD. Same reason I didn't submit my Proximity Spike (Circler on the other hand, is just a horrid code)
Ha, let me ruin this argument by actually doing what this thread is for :0

Here's my little demo of mode 5. Within mode 5 your restricted to only 2 layers, one of them is 2BPP, the other is standard 4BPP format. Mode 5 has one neat advantage, though, it takes a 16x16 tile and only uses half the pixels (width wise), this meaning that psuedo-hires effect can be used. I didn't use the 2BPP layer 2 in this, but its still pretty neat.


In this all I have done was remap the tiles to work with this mode, no redrawing was done.

Also, if one screenshot isn't enough, you can find the patch here

Give Mario some love?~
Sorry about that!!
Only need know your projects for C3 spring 2010!!
Understand my reason of anxiety for SMW custom sprites,but stoped,never more doing this!!

By the way,everybody,what's planning for the C3 spring 2010??
zKip: that's quite impressive. I should look into modes too one time.

Other: This isn't yer generic 'argue about a statement' thread. It's just for showing off and discussing the shown off material. Jerry had a point here
Quote
i mean, this thread is for showing off ASM. not for fighting with arguments.


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My blog. I could post stuff now and then

Originally posted by Roberto zampari
Sorry about that!!
Only need know your projects for C3 spring 2010!!
Understand my reason of anxiety for SMW custom sprites,but stoped,never more doing this!!

By the way,everybody,what's planning for the C3 spring 2010??

nothing yet. i might make something, though.

zKiP: looks pretty cool. ima try out the patch :)



I might put some sort of signature here once. I guess.
All of Carol's levelASM + Sprites + music + gfx are available on his/her website, and I've figured out how to make them work. (Special patch that can't even be inserted with xkas)


Anyways, I've been coding tons of interesting patches. Some I might release, others I might only after my hack is finished. Videos will pop up as they're finished. Maybe some demos.

Switch Palaces
(Been trying to do that since I first learned ASM)

Also here's a list of patches I have /have made...

LevelASM which can effect controller input by storing to $15 etc - (By: Huflu)
Controller Hijack Patch, can effect the controller synonmymous with the patch above, and works during the entire game, not just levels. (Even in sprites) (By: Chibikko)
FreeRAM controlled hitbox - If a certain freeram is zero, normal hitbox. 1 = force small hitbox (so if you're big mario you still have a small hitbox), 2 = force big hitbox (By: Chibikko and me)
Disable Death - Anything that would normally kill you via JSL $F606 will not kill you (even having mario go offscreen unfortunately.) but if you're big mario, you still interact with sprites and can be shrunk to small mario, you can hold shells, but anything that'd kill you such as a moving shell, you can just walk through. I made a video, just gotta find it.
LR scroll disable - self explanatory and already available
Message Box Recoding - If you set a freeram address, message boxes will now play a level message from the current sublevel and not the translevel number, but also it doesn't screw up screen exits with pipes etc. If you STZ the freeram the message boxes act normally and read from the translevel number instead (thanks to Imam's extra overworld level patch). Also I made a flag that gets set only if you hit a message box, and if you hit one that plays message 1 it gets set to one, if you hit a message 2 message box it gets set to 2 (dunno how usefull that'd be, and I didn't even need to really use it to do my message box thing.) [Did you know that the check for getting rid of a message box is the only place in the rom where $15 etc get's AND #$F0'd
Green Berry Hijack - already submitted
Karoshi patch (By Chibikko and me) - it has a list of levels and you can choose which levels to enable causing death to set the normal exit (I want to make a secret exit comnpatible version too). If you die via time running out it displays 666 on the time too. It doesn't hijack the death routine $F606 either, and is compatible with my disable death (but you can't win in the level lol - unless you put in a goal sphere or tape etc).
Cheat FAIL patch - If you try to cheat by spin jumping through a box while big mario, you're teleported to a defined level which will be something boring and annoying to the cheater (I'll try to make it neat looking. Maybe it'll be an acid trip.) It's based off of http://www.youtube.com/watch?v=1aSx6roPIsA but doesn't require custom blocks at all.
I also made a patch that makes it so you can't jump off of a blue or silver POW, so you can't cheat that way.

Btw: Remember my ram specific hex edits idea Smallhacker? This is what I meant.


Also, I figured out the format of zsnes sram files, and .zst files, and using chibikko's controller hijack have managed to make a video playback thing similar to a zsnes movie. It's currently buggy because I completely forgot about $17-18. The current version saves button presses to the SRAM, then I change a small bra so it doesn't run that code and it will force the controller presses. Very accurate too, except I didn't include $17-18 so spots when I spin jumps aren't detected and it desynchs. But it's easy to fix. Did I mention it works in levelASM.

I'm actually going to try to go all NSMBWii on you guys, with the super tutorial thing where if you keep losing you get a green box and it'll automatically play the level for you.

I'm also getting very very close to being able to allow movement in the title screen via arrow keys.

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I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Originally posted by Fakescaper
Karoshi patch (By Chibikko and me) - it has a list of levels and you can choose which levels to enable causing death to set the normal exit (I want to make a secret exit comnpatible version too). If you die via time running out it displays 666 on the time too. It doesn't hijack the death routine $F606 either, and is compatible with my disable death (but you can't win in the level lol - unless you put in a goal sphere or tape etc).

Hehe, I made one of these a while ago, though I am using it slightly differently. I also have a remade version of this for another hack I am working on, but that's another story. Anyways, That's an interesting list of ASM patches which (at least some) could really benefit the community.

Also:
Originally posted by Fakescaper
Remember my ram specific hex edits idea Smallhacker? This is what I meant.

He was talking about making one single patch for every level specific hex edit in the game, which is retarded. That's the way you made it sound like.

Also2: To make a secret exit one, all you have to do is INC $1DEA (IDEA) by one when you die, then when you leave, it will activate the secret exit, simple as that.

Also3TheReturnOfAlso: Ersanio already released that version of the Level ASM patch.
Actually I already knew that. What I meant was making a check in the table for every level, so if it's set to 01, normal exit and if you type 02 in the table it's a secret exit. Also 3 will teleport to a screen exit and I'm going to try and make 4 teleport to a level you define in the table.



edit:

Air Meter Stuff

--------------------
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Tap-Tap the Red-Nose into SMW.

I started working on this on Monday, March 29th, after having beaten SMW2 for the first time on Saturday, March 27th, and encountered Tap-Tap the day before that. I found this boss so lulzy that I had to recreate it into SMW, and well... here goes!

I was planning to release this on SMWC, actually, but the leaders of SMWCP (in specific, SNN) were interested in having this boss in SMWCP. So, I'll keep it exclusive to that project. At the very best case, I shall release it after SMWCP is finished.

Known bugs:
- Walking animation is not 100% optimal in comparison with YI (a difference of a couple of pixels, but still)
- The speed of when you hit Tap-Tap with a throw block is sometimes not 100% right (since I make it depend on the direction Tap-Tap is facing, and that's not optimal when the throw block is coming in his back.)

These will all be fixed. Also, I am planning to add in special attacks.

And yes, it's dynamic. How else could I have put so much animation in it?

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

There's nothing else that can be said about this other than "amazing." It's a masterpiece. Great job!


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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
I think the in-lava smoke could be a little bit more randomly summoned.

Otherwise, "amazing"

--------------------
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Pretty nifty.


You could probably get rid of those score sprites when hitting him with a throw block, and I think it could use a different sound (perhaps the kick shell sound?). If a player who hasn't played yoshi's island were to fight him, they'd think he was taking damage.
Good idea. I'll take out the score sprites - the sound too, maybe.

@ Fakescaper: I don't really get what's wrong with the smoke generation.

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