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The ASM Requests Thread

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Requests: A couple of climbing blocks
Type: Block
Descriptions:
•A regular net block that can be climbed, but with Mario facing the camera.
•A climbing net block that, when struck, shatters and turns into the next Map16 tile.


Other Submissions of mine!
@Deeke
https://www.smwcentral.net/?p=section&a=details&id=3948

This block here forces mario to climb behind (face the camera). Hopefully this helps you with the first part of your request.
Originally posted by Telinc1
I do realize that barely anything posted here gets fulfilled. No one is employed or obligated in any way to spend the time to create something which has been requested. And sadly, rewards can only do so much to encourage people. That's why I feel like this thread is a bit of a hopeless cause, though I'll keep it around for the foreseeable future.


It's an invaluable resource. I've had more of my requests fulfilled than not, and they've really helped me develop the vision I have for my hack. I'm really grateful.

I would like to make it so that, when Mario performs a regular jump and lands on an enemy which can be hurt by this action, there is a chance Mario will instead bounce harmlessly off with neither taking damage. The odds of the attack succeeding will be dependent on the number of lives Mario has. The formula I would like to use is as follows:

Code
Lives | Success
  1   |   20%
  2   |   40%
  3   |   60%
  4   |   80%
  5+  |  100%


Perhaps these values can be edited, but this is the formula my game needs. This is another way which makes lives more strategically important for the player and makes 1UPs a reward that is more useful for the player.
GANYMEDE

Chapter Two: Land of No Shame
I have always wanted to make a you vs. big boo hack, but havn't been able to change the big boo disassembly to work the way i wanted.
So I'm requesting a big boo that cna go either right left or up continusly untill it reaches the goal, if reaches it before mario he is killed. It has to be able to stay processed off screen. different speeds would be good too. I can use sa-1 if tiles or slowdown is a factor. it would be nice if it could intereact with on off blocks too
Requests: Upwards Launched Torpedo Ted
Type: Sprite
Description: Exactly like the original torpedo ted, except instead of the hand extending down and launching torpedo ted left or right, it extends upwards and launches the torpedo left or right. Using the extra bit (2, and 3) to define upwards or vanilla launcher would be kind of a neat bonus.

Extra: Launching torpedo ted vertically (up and down) would be a cool addition, but definitely not a required part of this request.
Request: Disable X/Y while in water.
Type: Patch/UberASM
Description: Disables pressing X or Y when Mario is swimming. I was pretty sure this is supposed to be simple but I'm pretty bad at ASM so I couldn't figure out a good place to hijack to make a patch, so hopefully someone can help me with this.


Originally posted by UltiMario
Request: Disable X/Y while in water.
Type: Patch/UberASM
Description: Disables pressing X or Y when Mario is swimming. I was pretty sure this is supposed to be simple but I'm pretty bad at ASM so I couldn't figure out a good place to hijack to make a patch, so hopefully someone can help me with this.

Sure, just do
Code
main:
    lda $75
    beq +
    lda #$40
    trb $15
    trb $16
    trb $17
    trb $18
  + rtl


Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Request: Instant Kill Fire Bro.
Type: Sprite
Description: So I Have the Fire Bro. Sprite And I Want that The Fireballs that He Throws Kill Mario No Matter What Power-Up He Has.
Request: Jumping Rex
Type: Sprite
Description: Make a Rex that can be placed in a pipe or any surface amd make it look at various sides, that when Mario gets closer, it jumps like a surprise attack and roams in the place like a Rex does.
Extra: Optionally make it compatible with the Yellow Chasing Rex


Have a frost day~
Originally posted by Thomas
Originally posted by UltiMario
Request: Disable X/Y while in water.
Type: Patch/UberASM
Description: Disables pressing X or Y when Mario is swimming. I was pretty sure this is supposed to be simple but I'm pretty bad at ASM so I couldn't figure out a good place to hijack to make a patch, so hopefully someone can help me with this.

Sure, just do
Code
main:
    lda $75
    beq +
    lda #$40
    trb $15
    trb $16
    trb $17
    trb $18
  + rtl


Thanks for the help!
Request: LZ4 Decompression System Routine.

Type: A Routine of ASM

Description: It is a Decompression system that is one the fastest Decompression Systems, i have no time to do it by myself for now and i want to save time because i am working on others projects.
The main idea is use it to implement an improved Dynamic Z for SA-1 on the future, using that compression system maybe i can do Dynamic Sprites with compressed graphics, this could be very useful because the main problem of dynamic sprites is the memory used in graphics. With this i can compress each frame with a tool (there are a lot of implementations of LZ4) and then when a dynamic sprite is on the screen, decompress the current frame into a buffer using the potential of SA-1.

Source: One of the implementations, How It works

------------------------------------------------------

Youtube
Twitter
SMWControlLibX GitHub
My Discord Server
Snestorage where you can download my resources
Request: A patch that makes it possible to edit the time the first info/presentation box is displayed every time you start a new game. Now its around 10 seconds, and it would be nice to be able to set it to anything between 1-10 secs. Or just a set time of 5 seconds would also be nice.

Why: For hacks that people speedrun and reset alot, its annoying to sit through a long intro every time.

If its possible it would be awesome :D
@Kurukururin
All that takes is quick and simple hex edit. No need to make a dedicated patch for it.

Code
org $00A09C
db $B0

$B0 is the default value, change it to whatever you like.
Originally posted by Meirdent
@Kurukururin
All that takes is quick and simple hex edit. No need to make a dedicated patch for it.

Code
org $00A09C
db $B0

$B0 is the default value, change it to whatever you like.


Oh, nice! Thanks :D
Request: Custom Layer 2 Smash
Type: uberASM
Description: would someone make a configurable layer 2 smash command that goes ka-pow? Doesn't need to be screen-based, just allow you to configure range and timings. peace
It's easily the best thing I've done
So why the empty numb?
For C3 I've fullfilled following requests:

Originally posted by Mario78
Can someone make me an ASM springboard that only works with the on and off switch. or where i can find it at


RIP OP, but this option comes with this.

Originally posted by Keiko_
Name: Jumping Fish
Type: Sprite
Tool: Pixi compatible
Graphics: SMW default fish from SP3=13
Description: A single fish that acts just like Sprite: D1, the Jumping Fish Generator. It can be jumped on and spin-jump killed [edit]and works without water. It would be placed at the bottom of the screen and jump a defined height into the air (set in the .asm file) and arc to the left or right depending on the extra bit.
Bonus: More defines in the .asm file for hurt/kill Mario if jumped on, can be spin-jumped on without the fish dying, spin-jump and fish explodes but Mario pops off like Rex, etc could be fun bonus inclusions to play with.


Here

------------

Also

Originally posted by Io_Cqxz
Request: Instant Kill Fire Bro.
Type: Sprite
Description: So I Have the Fire Bro. Sprite And I Want that The Fireballs that He Throws Kill Mario No Matter What Power-Up He Has.


Insta-kill fireball.
I think it's too simple to be in sprites section.


Name: Jumping Mechakoopa
Type: Sprite
Tool: Pixi compatible
Description: A Mechakoopa that hops around after Mario instead of it's usual janky walk. When jumped on, it acts as normal by going into it's stunned state and also can be picked up as per normal. Once out of stun, it starts jumping towards Mario once again. Rinse and repeat. Also a variation of this sprite that instead, once jumped on, starts flashing a few palettes before exploding.
Layout by RanAS, modified by yours truly.

Name: Level / Room Names
Type: Patch or UberASM
Description: When Mario enters a level or sub-level, the level's name will briefly fade-in for a few seconds at the top of the screen and then disappear. Possibly with support for custom colors and a sound effect being played, that would be super cool too.
(In other words, basically just an updated version of Ice Man's LevelNames patch, except the level name is not permanently displayed at all times and there are some extras.)
Originally posted by Mogu94
Name: Jumping Mechakoopa
Type: Sprite
Tool: Pixi compatible
Description: A Mechakoopa that hops around after Mario instead of it's usual janky walk. When jumped on, it acts as normal by going into it's stunned state and also can be picked up as per normal. Once out of stun, it starts jumping towards Mario once again. Rinse and repeat. Also a variation of this sprite that instead, once jumped on, starts flashing a few palettes before exploding.


Done.
Name: SMB1/NSMB/SMM Weird Shell Jumping trick.

Type: patch

Screenshots

Description: This patch will allow the koopa-troopa or buzzy beetle shells to add a new trick giving Mario the weird jump move. The Weird Shell Jump is an advanced trick used in Super Mario Maker and is probably the least well known variation of a shell jump. It is widely considered to be one of the most difficult to pull off tricks in the game. It also works on block stairs giving Mario 1ups while bouncing on the shell like in SMB1, NSMB, or SMM. There are no bugs in this shell trick, just Add SA-1.

Tutorial: http://kaizomariomaker.wikia.com/wiki/Weird_Shell_Jump/Tutorial
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