Language…
17 users online:  Ahrion, CroNo, Dennsen86, Green Jerry, Hammerer,  Lazy, Metal-Yoshi94, Nayfal, Neuromancer, NewPointless, OrangeRock57, Rykon-V73, Serena, signature_steve, snoruntpyro, Sweetdude, Tulip Time Scholarship Games - Guests: 338 - Bots: 393
Users: 64,795 (2,371 active)
Latest user: mathew

The ASM Requests Thread

Link Thread Closed
I wondered if someone could make a Sprite version of the block that generates veggies. A Sprite version gives an extra layer to place them in. Not to mention the block version doesn't generate other sprites well. It is supposed to be able to generate bombs And stuff but it doesn't work. So a Sprite version that can generate custom or vanilla sprites would be nice. Also if it could have a timer that keeps the character in the plucking position that would be nice. Currently the block version instantly generates a veggie while smb2 there is a delay. If you really want to mix it up being able to plucking stunned sprites would be cool.pixi would be nice as the current collection of sprites for the hack are for pixi.
Idealy I would request a very clean and nice vertical wrapping to insert level by level with UberASM.
But it will never be done, so my request is to make the vertical wrapping from Gameplay Gimmicks from other Mario Games V1.5 compatible with uberASM to be inserted level by level.

Here is the direct link to the code of the vertical wrapping

PS: I know about the wrapping blocks but the vertical ones are really wonky
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1


Originally posted by Romano338
Idealy I would request a very clean and nice vertical wrapping to insert level by level with UberASM.
But it will never be done, so my request is to make the vertical wrapping from Gameplay Gimmicks from other Mario Games V1.5 compatible with uberASM to be inserted level by level.

Here is the direct link to the code of the vertical wrapping

PS: I know about the wrapping blocks but the vertical ones are really wonky

Sure, why not. It's been asked for enough times at this point.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Request name: Save game after every death
Type: Patch
Short description: A patch that saves the game after every death (or on every overworld load)

Long description: I need a patch to save the game after every death (or on every overworld load) so the player can't regain lost lives by resetting. This would ideally work with SRAM Plus, which I'm using to save the live count after a level is completed.
Originally posted by Thomas
Originally posted by Romano338
Idealy I would request a very clean and nice vertical wrapping to insert level by level with UberASM.
But it will never be done, so my request is to make the vertical wrapping from Gameplay Gimmicks from other Mario Games V1.5 compatible with uberASM to be inserted level by level.

Here is the direct link to the code of the vertical wrapping

PS: I know about the wrapping blocks but the vertical ones are really wonky

Sure, why not. It's been asked for enough times at this point.

Thank you so much! Indeed I think a lot of people will be happy with those patches!
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Hi

I'm trying to limit the number of projectiles you can spawn on screen on the Marine Pop
Just like it is with the flower and the 2 projectiles on screen.
Someone knows how to do that?

There is that in the asm:
Code
{...]
    LDY #$00                    ; loop index
-   LDA $170B|!Base2,y
    CMP #$05                    ; test Mario fireball
    BNE +
        LDA #$00                ; zero slot
        STA $170B|!Base2,y
+   INY                         ; next extended sprite
    CPY #$0A                    ; 10 sprites
    BNE -                       ; loop

SO I was like "that's easy, just change 0A to 02 and that's it".
Except no, it's still 10 torpedos
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
if i would guess, the part of the code you posted is just to erase fireballs if mario has a fireflower.. not really to spawn the projectiles..

What i think you could do is create a loop to count how many projectiles are spawned and return if theres already 2

you could try putting this just after the "Shoot:"
i havent tested it.. so no idea if this would work
Code
	STZ $0F
	PHX
		LDX #$00
		- 	LDA $7FAB9E,x
			CMP #!TorpedoNumber
			BNE +
				INC $0F
				LDA $0F
				CMP #$02 ; number of projectiles
				BNE +
					PLX
					RTS
			+
			INX
			CPX #12 
			BCC -
	PLX
maybe this..
Code
	STZ $0F
	PHX
		LDX #$00
		- 	LDA $7FAB9E,x
			CMP #!TorpedoNumber
			BNE +
			LDA !14c8,x
			CMP #$08
			BCC +
				INC $0F
				LDA $0F
				CMP #$02 ; number of projectiles
				BNE +
				PLX
				RTS
			+
			INX
			CPX #12 
			BCC -
	PLX


you will probably only be able to shoot another bullet once it despawned, which is something like 4-5 blocks away from the border of the screen in horizontal levels.. If you want to be able to spawn another bullet as soon as one of the bullets is offscreen you might add some more code
you get the camera position.. if its less (x or y) make it despawn.. or if its more than 1 screen to the right, or 14 blocks below you make it despawn


Please, folks, you are in a kinda wrong place to discuss code. As you know, this is a Requests Thread. You'd better create your own thread or ask in the ASM Help Thread.





Dream team (feed them, please):






I'd like to request a few patches:

#lm{owlevel} After pressing Select, the player character briefly cycles between two frames a variable number of times. It's a purely cosmetic effect, and moving will instantly end this animation.

#lm{owlvlname} Pressing down and select while holding an item causes the item to disappear out of your hands and places it inside of the item box (preferably the item can be adjusted).

EDIT: Maarfy has taken up this request. Thanks again, man!


Other Submissions of mine!
Originally posted by Deeke
I'd like to request a few patches:

#lm{owlvlname} Pressing down and select while holding an item causes the item to disappear out of your hands and places it inside of the item box (preferably the item can be adjusted).


I actually support the second one here, because it has uses in saving up button use when navigating dangerous sections where you could easily drop the item when hit. I'd like to see that be a thing.

(Basically im invoking the support rule)
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


Hi guys, I wanted to place here a request I had made some time ago, so here I go #smw{^_^}

Request name: Kamek the Magikoopa
Type: Sprite
Short description: A sprite acts like in SMW2: 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 ExGfx from Sp3 or Sp4 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.
Optional idea: If they wish, they can make a boss variant, as it appears in NSMB Wii, adding more probabilities of being hit by Mario with a jump or object.

Of course, thank you all for your attention #w{=D}
Originally posted by Major Flare
Please, folks, you are in a kinda wrong place to discuss code. As you know, this is a Requests Thread. You'd better create your own thread or ask in the ASM Help Thread.

We're not discussing code, I'm requesting ASM code. It's not like the thread is overwhelmed by answers all day long anyway...
But I'll make a thread (when I can)
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Request: Block that spawns a sprite
Type: Block
Description: a block that act as 1F0 and spawns a blue shell right above it every one second. It's pretty Straight Forward. I'm not sure about the 'one second' thing, I want to be able to change how much time it takes to spawn the shell. Seems easy, but I can't figure it out by myself so I'm asking here, maybe someone can help
Just pointing out: such a thing would have to be something other than a block, since blocks only run when touched by the player (or a sprite). Blocks don't take initiative, in other words.

As a sprite that would indeed be pretty straightforward. Perhaps PIXI or GIEPY come bundled with a generic "generator" or "shooter" sprite?


 


Originally posted by WhiteYoshiEgg
Just pointing out: such a thing would have to be something other than a block, since blocks only run when touched by the player (or a sprite). Blocks don't take initiative, in other words.

As a sprite that would indeed be pretty straightforward. Perhaps PIXI or GIEPY come bundled with a generic "generator" or "shooter" sprite?


GIEPY does have a generic shooter sprite. All Cartesius has to do is using a shooter above every 1F0 block he desires to spawn a sprite.





Dream team (feed them, please):






Link Thread Closed