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The ASM Requests Thread

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Originally posted by IronFoxGaming
The graphics for the explosion and the palette are here and here.
Not sure how to turn this into a 32x32 animated sprite, though.

What are these graphics lol. Neither Lunar magic nor YY-Chr is able to read them properly
SMW uses 4bpp graphics with each file being 4kb big yours is 12kb and doesn't seem to be 4bpp either
Updated the first post.

Vitor won't be able to update the first post anymore, so I'll be doing it every month (or whenever I stop being lazy).
Originally posted by Luigixhero
- Request name: Remove Mario from the title screen completely or make him invisible.

- Type: Patch

- Description: Makes the title screen Mario-free so you can do more creative things with the title.

This is actually rather easy to do. Move Mario out of screen boundaries and put a wall of cement blocks around him. Then make a .asm file with the code below and patch.
Code
org $009C82
db $EA,$A9,$00

Then change the initial entrance FG and BG flags to C0.
You can now make a title screen like this:


---====---

As for a request: I'd like Falling Note Blocks
How they'd work: Simply a sprite that will fall straight down, interacting with other blocks, simply sitting on them. They'll turn into Note Blocks when hitting a set-able Map16 tile.

You can use this sprite as a base:
Updated Mushroom Block Sprite
Request Name: Stackable Enemy

Type: Sprite

Description: A Enemy that acts like a classic Goomba (Will die when jumped on) but is able to be stacked up to a certain amount. Just like in Super Mario Maker, Super Mario 3D Land / World and New Super Mario Bros 2.

Links: A Video where you can see stacked goombas all around.
// Layout by Maxo
Request Name: SMB2 Mushroom Block

Type: Sprite

Resource: Same as here, but make it actually hurts enemies and bosses. (Birdo, Fryguy, etc)

Short Description: The mushroom block actually hurting enemies.

Long Description: This mushroom block is grabbable. it kills enemies and hurts bosses when its thrown.

Reason: I want to use it for my hack and the original mushroom block from SMB2 Updated Sprites actually doesn't hurt enemies, which is something I do not want.
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Request name: Paper Mario Sentinel
Type: Sprite.
Short description: an enemy that appeared on tubba blubba castle on Paper Mario.
Resources: Ripped Graphic
Links: Video.(see from 0:20 to 0:40)
Long description: A hovering thing that guards a castle. if he find mario near it, he will flash "like a siren" and will play a sound (LDA #$14 STA $1DF9, please). if mario is WALKING (not running) and he's right below him, sentinel will lock mario's movements and pick him up, and "take him out of the castle" (AKA reset level in SMW).

EDIT: i updated the GFX and added a picking frame.
Request name: SMB3 Paragoomba
Type: Sprite
Long description: The Paragoomba from SMB3 that flies around spawning Micro Goombas. Should transform into a configurable sprite when jumped on.
Resources: Here
Links: SMB3 Screenshot
Originally posted by Yoshin
Request name: SMB3 Paragoomba
Type: Sprite
Long description: The Paragoomba from SMB3 that flies around spawning Micro Goombas. Should transform into a configurable sprite when jumped on.
Resources: Here
Links: SMB3 Screenshot


Sonniku made a sprite like this back at C3 2013. Well I hope you get lucky. #w{=D}
Do you like my Avatar? Click here for the whole picture!

Princess Daisy's SMB3 Adventure
Progress:

(My Patch is currently being requested.)

World 1: 0%
World 2: 0%
World 3: 0%
World 4: 0%
World 5: 0%
World 6: 0%
World 7: 0%
World 8: 0%
Special World: 0%
Next Hack to make:
Reimu Hakurei's SMB1 Adventure
Originally posted by TheBiob
Originally posted by Final Theory
Request Name: Mario's Air Bubbles

There


Suggestion: Making contact with a bubble and popping it can refill a certain amount of the air meter.

You might find using code from this sprite to be helpful.
Originally posted by maro
Suggestion: Making contact with a bubble and popping it can refill a certain amount of the air meter.


Problem is just that
  • The Player spawns them too
  • The shooter only generates the bubble one would need to change the bubble itself to interact with the player and refill the bar


I could've done it inside the sprite but I think a seperate patch is better for that.
Originally posted by Paperdomo101
Hi, could someone please create a simple patch that makes Mario always moving. I'd like to use it in my C3 entry (credit will obviously be be entitled). Thanks!


It already exists. Unless you wanted something different, you'll need to elaborate a bit more on what you are looking for.
Originally posted by Vitor Vilela
Originally posted by DaSpongeBobMan
Name: NSMB2 3-Crown lives counter + 7-digit coin counter

Type: Patch

Short description: A patch which enables an NSMB2 3-Crown lives counter plus a 7-digit coin counter.

Long description: The 3-Crown lives counter should be hopefully possible to make along with the 7-digit coin counter. It should have an SA-1 version and be used with SRAM/BW-RAM Plus. Also should be compatible with inamelia's 3-digit Dragon Coin counter. Make sure when you save the game, exit it and come back to it, the data will be saved. If impossible to do the 7-digit coin counter, make it 6 digits instead.

Resources: The 6-digit coin counter patch as the base for the 7-digit coin counter. Look up on how the NSMB2 3-Crown lives counter works 'cuz I can't link it to you now.


Sorry, this request is too specific.

Okay then how about this only?
Name: Overworld 7-digit Coin Counter
Type: Patch
Short description: Adds an overworld 7-digit coin counter.
Long description: The 7-digit coin counter should be used with SRAM/BW-RAM Plus to save the counter, and should be compatible with inamelia's 3-digit Dragon Coin counter and custom status bar patches. Make sure if you save the game, the counter will be saved. SA-1 compatibility appreciated. And make some pay blocks to support it. Hopefully not too specific. If impossible to fulfill this request, make the 6-digit coin counter to be used with SRAM/BW-RAM Plus.
Resources: The 6-digit coin counter patch.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by Tsutarja
Request name: Paper Mario Sentinel
Type: Sprite.
Short description: an enemy that appeared on tubba blubba castle on Paper Mario.
Resources: Ripped Graphic
Links: Video.(see from 0:20 to 0:40)
Long description: A hovering thing that guards a castle. if he find mario near it, he will flash "like a siren" and will play a sound (LDA #$14 STA $1DF9, please). if mario is WALKING (not running) and he's right below him, sentinel will lock mario's movements and pick him up, and "take him out of the castle" (AKA reset level in SMW).

EDIT: i updated the GFX and added a picking frame.


Did anyone remember this? sorry for spam, but i need it in a hurry.
Request name: Parabolic Aiming Routine
Type: etc. (probably shared routine patch)
Short description: It will give projectile proper velocity that will soon hit the target.
Resources: subroutine that may benefit further sprites, or bosses. (such as hammer badass that will always get you)
Links: -
Long description:

There are three parabolic aim methods.
parameter descriptions:
x,y are relative coordinates. the origin(0,0) is position of the shooter.
G is the gravitational acceleration.
p,θ is initial speed, and angle for projectile.


1. Parabolic aim with given specific time
- This subroutine wil receive x,y,t (t stands for time) and set x speed and y speed to the projectile. (can be optimized)
The projectile will hit the target after t frames.

2. Parabolic aim with given specific power (initial speed)
- This subroutine will receive x,y,and p. and return x, y speed.
The projectile will shoot the target with given initial speed.
However, You must check the square root part not to be negative, because the target can be out of range and when it is negative is the case.

3. Parabolic aim with minimum power (my favorite)
- This subroutine will simply receive x, and y. and return x, y speed.
The projectile will be the slowest when launched.

4. Forget about this one. It is about horizontal gravitation (possibly wind) and I don't think that will be used a lot.

I have already solved for the formula. What I request is just convert this into SMW compatible ASM code.


Receiving?
Originally posted by GreenHammerBro
A giant thwomp that when collides the ground, sends two shockwave sprites that travels on ground heading left and right. The shockwave sprites disappears when it goes off the ground. Can have a !Define option if the user wanted the quake to stun the player.


Imamelia has the Giant Thwomp in this SpritePack at Winter C3 2014. Ask him to release it on SMWCentral!
http://www.smwcentral.net/?p=viewthread&t=76278
Current game playing: Star Wars: Jedi Survivor (PS5)
Last game completed: Yoshi’s Woolly World (Wii U)

Work in progress:
Super Mario 16: Subcon Crisis
https://www.smwcentral.net/?p=viewthread&t=122231&page=1&pid=1608414#p1608414

Newest Release:
Super Mario World Master Quest Reborn
Super Mario Bros 2: Mega Mario X



Download Super Mario World Master Quest Reborn here
https://www.smwcentral.net/?p=viewthread&t=105940

Alex No's Hack Collection
https://www.smwcentral.net/?p=viewthread&t=94705

Game Trailer
https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c
Originally posted by Alex No
Originally posted by GreenHammerBro
A giant thwomp that when collides the ground, sends two shockwave sprites that travels on ground heading left and right. The shockwave sprites disappears when it goes off the ground. Can have a !Define option if the user wanted the quake to stun the player.


Imamelia has the Giant Thwomp in this SpritePack at Winter C3 2014. Ask him to release it on SMWCentral!
http://www.smwcentral.net/?p=viewthread&t=76278

That Giant Thwomp has a glitch related to spinjumping on the enemy. It can sometimes hurt Mario.
Originally posted by Rykon-V73
That Giant Thwomp has a glitch related to spinjumping on the enemy. It can sometimes hurt Mario.


This may sound silly and I haven't tested it myself but does the Double Spinjump Antifail Patch fix that glitch?

Just always remember to make a backup of your ROM.
My YouTube Channel
Best SMW Hacks Compilation
Request name: Sonic Status Bar
Type: Patch
Short description: A replica of the status bar of the first Sonic (Mega Drive) games.
Resources: There is a spritesheet here: http://bin.smwcentral.net/u/27645/paint1419001865.png
Links: A concept screenshot can be seen here: http://bin.smwcentral.net/u/27645/hud.gif
Long description: The timer ticks up. When it hits 10:00, Mario dies.
The rings counter flashes only when there are no collected coins. When the time counter hits 9:00, it starts flashing.



The graphics I linked to are supposed to replace GFX33.bin.
  • Request name: Fixed 'Wide ? Blocks'
  • Type: Block


Would someone be able to fix this submission? It got rejected for having a few simple mistakes in it.
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