Hey, welcome to my C3 booth everyone! I kind of hesitated to showcase some stuff this time, but at the last hour I tried to wrap things up.
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Unlike my old Blue Shell powerup, this one is a collectible item. You can use the shell for a customizable amount of time and use it to kill enemies. It can also be set to flash and disappears in a puff of smoke.
You can download it here.
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I made this a while ago, it's the hammer from Paper Mario with some code from mikeyk's sprite.
Download it here.
And the last sprite I made for C3 is an update to my boss sprite which you can find here.
In the new update, you can now customise the size of the sprite! It can be set to be 16x32 or 32x32. You can now also edit a lot more sound effects. In case you don't know what this sprite does, it is a highly customizable boss sprite. A very early demonstration of it can be seen in this video:
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That's a health patch I made a while ago, it's similar to the one in Paper Mario. You can have separate health values for each file too.
Download the patch and the (upgrade) sprite here.
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Pause menu patch I've been fiddling a lot with for months. This is actually Bio's menu, but a lot of it has been modified to make it more easier to customize, understand and more has been added. I decided to keep this version exclusive initally, but there wasn't any use really so I thought I'd release it this C3.
Download it here.
The readme.txt should explain everything. It just comes with a blank menu but you should be able to add some stuff yourself like cursors, submenu etc., it's pretty simple if you have some ASM knowledge.
Credit Bio as well if you plan to use that.
Lastly, I worked on another ASM tutorial, this one with pictures and diagrams, for a couple of weeks. It was supposed to cover a lot of stuff such as sprites and patches, but I didn't work on it after explaining blocks.
The document can be found here.
I highly recommend reading it if you are new to ASM because it explains basic opcodes, how to make blocks and explains some common RAM Addresses.
I wanted to show another patch but it has currently has a bug. I might get it ready by tomorrow but I'm not so sure if there's enough time..
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Unlike my old Blue Shell powerup, this one is a collectible item. You can use the shell for a customizable amount of time and use it to kill enemies. It can also be set to flash and disappears in a puff of smoke.
You can download it here.
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I made this a while ago, it's the hammer from Paper Mario with some code from mikeyk's sprite.
Download it here.
And the last sprite I made for C3 is an update to my boss sprite which you can find here.
In the new update, you can now customise the size of the sprite! It can be set to be 16x32 or 32x32. You can now also edit a lot more sound effects. In case you don't know what this sprite does, it is a highly customizable boss sprite. A very early demonstration of it can be seen in this video:
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That's a health patch I made a while ago, it's similar to the one in Paper Mario. You can have separate health values for each file too.
Download the patch and the (upgrade) sprite here.
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Pause menu patch I've been fiddling a lot with for months. This is actually Bio's menu, but a lot of it has been modified to make it more easier to customize, understand and more has been added. I decided to keep this version exclusive initally, but there wasn't any use really so I thought I'd release it this C3.
Download it here.
The readme.txt should explain everything. It just comes with a blank menu but you should be able to add some stuff yourself like cursors, submenu etc., it's pretty simple if you have some ASM knowledge.
Credit Bio as well if you plan to use that.
Lastly, I worked on another ASM tutorial, this one with pictures and diagrams, for a couple of weeks. It was supposed to cover a lot of stuff such as sprites and patches, but I didn't work on it after explaining blocks.
The document can be found here.
I highly recommend reading it if you are new to ASM because it explains basic opcodes, how to make blocks and explains some common RAM Addresses.
I wanted to show another patch but it has currently has a bug. I might get it ready by tomorrow but I'm not so sure if there's enough time..