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The ASM Requests Thread

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Name: Message box bugfix
Type: Code
Description: When Mario changes levels using a pipe, the message blocks and message sprite still use the messages for the original level. This causes problems when you want to have special dialog in a bonus level. IE: Put a message block in #1CB, travel there from #105, and the message block will use 105's messages. I can't think of any adverse effects off the top of my head, so I would happily use a fix for this.
Originally posted by Queman
Name: Message box bugfix

The main problem with this is that 1CB for example is a sub-level so it doesn't even have any info box text associated with it. I'm pretty sure a patch for having text for sub-levels was already requested so here have a simple 'fix' for non sub-level if you're using uberasm

Code
init:
LDA #$xx
STA $13BF
RTL


where xx is the number of the level you want the message to be taken from in 13BF's format

You can use this conveniente thing to find the 13BF format of the level. (Just replace the 106 with the level it'll say 'Bad input' if it is a sub-level)


If you really need a message box from sub-levels you'll have to wait until someone codes that.
Originally posted by TheBiob
Originally posted by Queman
Name: Message box bugfix

The main problem with this is that 1CB for example is a sub-level so it doesn't even have any info box text associated with it. I'm pretty sure a patch for having text for sub-levels was already requested so here have a simple 'fix' for non sub-level if you're using uberasm

Code
init:
LDA #$xx
STA $13BF
RTL


where xx is the number of the level you want the message to be taken from in 13BF's format

You can use this conveniente thing to find the 13BF format of the level. (Just replace the 106 with the level it'll say 'Bad input' if it is a sub-level)


If you really need a message box from sub-levels you'll have to wait until someone codes that.


Okay, I don't need a message block from sub levels. There are a lot of unused level numbers that just have test written in turn blocks in them that I can use. They don't have to be actual sub levels. Also, what uberasm modules do I need for that fix?
This code is for the uberasm tool just put it as whatever level you chose.
Request name: Drain time block
Type: Block
Description: This block would make the timer decrease twice as fast when you walk through it(Act 25) or walk over it(Act 130)
Name: Better Sprite 19 fix
Type: Code
Description: A version of the Shift-F8 Sprite 19 fix that doesn't make 1C5 the intro level.
Not worth the effort. You can literally just copy level C5 over to 1C5 and vice versa and be done with it.
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Request name: MMX1 Intro Stage Tiles.
Type: Block.
Short description: Basically, the tiles used in X1`s intro stage. I would imagine a lot of people benefitting from this, and since I`ll need those for my hack, this is why I`m requesting this.
Links: https://i.ytimg.com/vi/m-uwBECGs5A/maxresdefault.jpg https://i.ytimg.com/vi/mbmvvT8Rujs/maxresdefault.jpg
Long description: I dunno how hard it would be, but I would like the tiles to be breakable by enemies and by standing in them (only the tiles in the second picture, though). I dunno if those need resources or not, so sorry if I havent included them (my knowledge at ASM is just piss poor XD).
Layout by Mathos
Request:
NameIggy Koopa
TypeBoss
Short descriptionA boss that will walk around and shoot fire at you.
ResourcesN/A
ReferenceN/A
Long descriptionThis boss walks back and forth and will spit Ludwig's original fire at Mario. A generator of some kind can be placed that will generate a Koopa shell every once and a while. These Koopa shells must be tossed at Iggy to damage him and can not be harmed in any other way. Once hit, he will bounce across the room in his shell. The process repeats but gets a little faster with the attacks until three hits are done. After this, Iggy will die and the level will end.

Your layout has been removed.
Request:
NameLoop Sprite
TypeSprite
Short descriptionA sprite that makes the stage loop.
ResourcesN/A
ImagesN/A
videoN/A
Long descriptionThis sprite will make the level loop like in 4-4/7-4 of SMB1.

How does it work:

It only gets activated when Mario/Luigi touches it.
There are 2 sprites. One sets the place to loop to, and the other makes the stage load the blocks and sprites placed to the right of sprite 1.

Note: Layer 2 and 3 (only as BG mode) shouldn't be looped!


Edit: Typo.



Originally posted by JackTheSpades
Not worth the effort. You can literally just copy level C5 over to 1C5 and vice versa and be done with it.


There are still problems with this. 1C5 is a sublevel and can't get a message box message, and as such you can't use an intro text.
It would also help it there was a copy of sprite 19 that worked with both message box texts and didn't have this draw back.
Originally posted by Queman
There are still problems with this. 1C5 is a sublevel and can't get a message box message, and as such you can't use an intro text.
It would also help it there was a copy of sprite 19 that worked with both message box texts and didn't have this draw back.

No idea what you are even talking about. The intro level will always use the message of level 0. Just put the display message sprite in there just like you'd do with level C5. It works literally the same way.
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Originally posted by Queman
It would also help it there was a copy of sprite 19 that worked with both message box texts and didn't have this draw back.

Here, here, or here. Or, as an alternative you can just place sprite 19 twice on top of each other to make it display level message 2.
and three times to display yoshi's message

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Okay, this is probably a very strange request, but a potentially useful one for many people none the less...


Request name: Homing Overworld Sprite
Type: Overworld Sprite
Short description: A 16 x 16 animated sprite that follows Mario on the overworld, and drags him into a certain level if he touches it.
Resources: Doesn't need any special graphics or anything. Just two 16 x 16 frames that could fit on an overworld, or even placeholder GFX.

In other words, it's basically an overworld sprite like the airship/tank/Koopa Kid, except it actively hunts Mario down. I could see it being useful in hacks for a randomly appearing nemesis/hunter enemy (like say, to mark the SA-X, Resident Evil 3 Nemesis or Metroid Prime Hunters style rival Hunters on the map) or for a sort of equivalent to the Shy Bandit from Paper Mario Color Splash.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Request name: Mario loses his coins when hit
Type: Patch
Short description: When mario gets hit tons of sprite 21 (Moving Coin) spawn and they bounce like in sonic games
Resources: Original SMW GFX
Links: None
Long description: When mario gets hit and has coins, sprite 21 (Moving Coin) spawns and they bounce away like in sonic games when he gets hurt with rings he loses all his rings. Please do sa-1 support! or maybe make it a cluster sprite.. Edit : Here's how it should work
!howmuchtodrop = $0A ;10
Make a check to check if player is big $19 being higher than 00
If $19 is #$00 and mario gets hit with coins, sprite 21 (Moving Coins) spawn around him like in sonic game, !howmuchtodrop times. because to prevent slowdown. I'd do 5 or something but 0A seems to be enough for sa-1 and if Mario has 0 coins and his $19 state is #$00 then he dies.
Edit 2 : Maybe make him lose all his coins but throw some only. this way it's fair and he's not invincible





................
Small request; a block that if touched, saves the player's current progress in the level he/she is playing if the no overworld patch is applied.

e: Something like thiss.
Hello everyone, this is my first request in smwcentral, I'm new recently and wanted to make a strange request, but I hope it is possible to do it #smw{^_^}

Request name: Kamek the Magikoopa
Type: Sprite
Short description: A 40x32 sprite acts like in Yoshi's Island (Level 6-8 King Bowser's Castle). It's appear in the last room before the boss door.
Resources: Graphics and Palette. http://bin.smwcentral.net/u/30161/Kamek%2BGFX%2Band%2BPalette.zip
Links: https://www.youtube.com/watch?v=Kvzwsa9R8ik (1:31 - 3:20)
Long description: It's Kamek, the Yoshi's nemesis. He's a big obstacle in the last room before the final boss door in Yoshi's Island (Level 6-8 King Bowser's Castle).
Kamek will shoot Magikoopa's magic to hurt the player. If magic touches a turn block, it will be transformed into a 1UP mushroom, a Coin, a Yellow koopa or a Thwimp.
If the player attempts to thrown a koopa shell, a throw block at him or approaches Kamek, it will disappear and teleport to another position, like in Yoshi's Island.
Kamek uses Graphic from Sp3 slot and uses Palette F.
To save time on this request, I would like the sprite to be non-dynamic, and when teleporting to another position, vanish and appear in a puff of smoke or spin kill, and play sound effect (1DF9 : 04 - Enter/Exit pipe, hurt Mario sound).
According to this description, I can say that this sprite is invincible, it can be used as a more annoying enemy than a magikoopa, since it never dies.
An ideal sprite for castles and forts, adding difficulty to pass the level.
I would greatly appreciate it #smw{:peace:}
Request Name: A Better DKC2 Skull Kart
Type: Sprite
Type of Sprite: Standard
Description: A more functional version of this sprite with a more accurate hitbox, shell immunity and Mario's powerup status will be shown.

Would greatly be appreciated!
Originally posted by Zack-san
Request name: Seperate OW Player GFX
Type: Patch
Short description: The Players in the OW will have unique GFX.
Resources: OW Player GFX.zip
Links: Mario Luigi
Long description: Mario will have his own GFX, and so will Luigi. It's interesting for 2 Players and custom ones too!

Zack-san's Edit: I've fixed Luigi's head GFX that will face left or right in the game on the Resources.


This would be a useful patch for two characters look drastically different. For example, this would be useful for characters like Wario & Waluigi, where neither of them fit the same frame.
You mean like this patch?
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