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The ASM Requests Thread

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Originally posted by luihi
Request name: Disable Big Boo Boss Transparancy
Type: Patch
I want to disable the Big Boo Boss transparancy.

That should do it:
Code
org $03808B
JSL $03823D
Originally posted by Amine Retro
The Sonic Styled Powerdown Patch in the mainsite has a few compatability problems; if it's used on a ROM with AddMusicK already used on it, the ROM gets some few game breaking glitches.



Since i have no clue on how ASM works, i talked with the patch's creator and the case most likely is that an adress gets hijacked by both this patch and AddMusicK. So if anyone can, please fix this problem.

Moving this from the thread.

Benny Harvey RIP, miss you big man.

Request: Blue and Yellow Net Koopas
Type: Sprite
Description: Much like the green & red koopa except the blue ones are slower than the green ones and the yellow ones are much faster than the red ones. The yellow ones however, will home in at the player much like the regular yellow koopas when the extra bit is set.
Request Name: SMB3 Micro-Goomba
Type: Extended Sprite
Tool: PIXI
Description: The Micro-Goombas that are spawned by brown Para-Goombas in Super Mario Bros. 3. When spawned, they will slowly drift down to the bottom of the screen. If they collide with Mario, they will cling onto him, slowing him down and preventing him from jumping high. Pressing left and right or the jump button repeatedly will knock them off Mario, defeating them.
Don't eat the sandwich
I'm going to make some more quotes here.
Originally posted by jona255
Request Name:Stone Spikes nsmbwii
Type: Sprite
Tool: Pixi
Graphics: Yes
Description: a sprite that stays still and throws a spiked ball bit 2 determines if it is still watching from the front the 3 bit throws the balls to the side.


Tahixham has done a Stone Spikes and coded for his hack, but he cannot submit them yet unless someone else has made a public one.

Originally posted by RollingRigatonis
Request Name: SMB3 Micro-Goomba
Type: Extended Sprite
Tool: PIXI
Description: The Micro-Goombas that are spawned by brown Para-Goombas in Super Mario Bros. 3. When spawned, they will slowly drift down to the bottom of the screen. If they collide with Mario, they will cling onto him, slowing him down and preventing him from jumping high. Pressing left and right or the jump button repeatedly will knock them off Mario, defeating them.
Originally posted by Yoshin
May as well use the correct format:

Request:
NameSMB3 Paragoomba
TypeSprite
Short descriptionFlying paragoomba from smb3 that spawns microgoombas
Resourceshttp://bin.smwcentral.net/u/27050/gfx.bin
Images(1)
Long descriptionFlying paragoomba from smb3 that spawns microgoombas, typically found at the end of levels. Should transform into a configurable sprite when jumped on.
Sonikku didn't submit those in the selection yet, but you can find them in his Summer 2013 Edition C3 thread.
If only someone can use Blind Devil's Classic Goomba and Bouncing Paragoomba v1.2 as a bace.

I know someone in this thread (which I can't find the quotes) has requested a 32×64 Koopa. I found a video of a Two Minute Mario level which at the end had a big blue 32×64 Koopa walking with a briefcase. this video was done by PaxPredicate and I think that hack might be canceled. So what do you think?
Request Name: Shulker
Type: Sprite
Graphics: https://mfgg.net/index.php?act=resdb¶m=02&c=1&id=36381
]Sprite Description: A Shulker that shoots a ball that when it hits mario makes it float for a customizable time (2 seconds by default)
Originally posted by Moltz
Originally posted by StrikeForcer
Request Name: SMB3/NSMB Rocket Engines
Type: Sprite (to be instered via spritetool)
Resource Links (Video and GFX links below):
Video demonstrations:
https://www.youtube.com/watch?v=JwSfpFBjdoA - NSMB demonstration of it
https://www.youtube.com/watch?v=AtzoadbCro0 - Burners in a SMW hack made by two friends
https://www.youtube.com/watch?v=3IbMPQtMXnY - SMB3 Demonstration
GFX: https://postimg.org/gallery/2yz3gxosw/ (to be converted via SNESTool)
Extra Notes: The burner that is used in the SMW hack video linked above is not readily available on hand since it was made by Akaganite on his now-defunct website and I'm not sure if that one is easy to insert into the modern spritetool today as-is.
Description: Rocket Engines are hazards typically found and for use in airship levels in the staple Mario series meant to emit flames in all four directions for 3-4 in-game seconds. See Mario Wiki for a more detailed explanation of it and the videos of said burner's weakness. Basically I want it to be a recreation of how it behaves on SMB3/NSMB being largely immune to all kills save for the Tanooki Suit statue forme (for those using LX5's custom powerups though I will make that optional if whoever takes on this request want to go the extra mile) It is good for airship levels and would be of use to level designers like myself wanting to make use of it for our own takes.
Other: Doing the long version seen in NSMB is entirely optional.


There's a japanese sprite pack floating around the internet that has exactly those sprites you need. Can't really submit them because they were meant for Vip 5 iirc and I think the authors didn't wanted them shared/stolen or something.

(If someone has proof that I'm wrong on that last point, then feel free to PM me and I'll see if I can submit those ASAP.)



Originally posted by Amomario123w
Originally posted by Mathos
Originally posted by Alex119098
Request name: SMB3 Burner
Type: Sprite
Short description: This sprite blows flames in a specific direction for a few seconds.
Links: Super Mario Wiki
Image example

Already exists (not on SMWC though so that's why I'm rehosting the files)

where can i found more sprites like this where smw central dont have
thank you Mathos for upload this sprites for us a sice 6 yaers ago i have been searching this sprites one of my favorites iin smb 3


Originally posted by Hayashi Neru
Originally posted by Flamesofshadow
Originally posted by Hayashi Neru
Request Name: SMB3 Doomship Flame
Type: Sprite
Tool: Pixi
Graphics: Yes
Description: Fire comes out. The length of the fire is determined by the extra byte, and the direction is determined by the extension.

Extra byte:
02 = Short(32px)
03 = Long (48px)
Extension :
00 = Up
01 = Down
02 = Left
03 = Right



its not exactly the same, but i made some blocks for this using some graphics and frame-based damaging blocks, they go vertical up and down, and both sideways directions, you could use that if you want I would just have to gather the pieces for you, and you would need to know exanimation


I know this But despite this, there is a reason for this request. because
1. Blocks do not sound.
2. Blocks are difficult to overlap with other foregrounds or coins (though not impossible).

lion has already submitted a Super Mario Bros. 3 - Burner in the sprite selection. The almost act a little like the ones in VIP and Wall and Alaska Mix 5, but you could find a better 1 in here where Roberto zampari found a lot of sprites that needed recoding and to work for PIXI. But someone else needs to ask for permission before converting these sprites and add SA-1. What do you think?
Now let's get back to my request.

Name: Freezes Free Score Sprites

Type: Patch (Asar)

Description: Like the falling Shell-Less Koopas, this patch will make all score sprites move while all the other sprites are frozen (eg. when $9D is set), such as during powerup/hurt animations, death, when entering or exiting pipes and when scrolling the screen with the L and R buttons. In games like SMB1, SMB3, SMAS, the NSMB games, and SMM, the score sprites will never freeze, not to be concerned with the Shell-Less Koopa Falling Fix.
Name: 32x32 Player 2 Tilemap
Type: Asar Patch
Description: allows you to have 32x32 tilemap in player 2 instead of choosing 16x32 like the seperate luigi graphics patch



EarthBound DeviantArt Hack!
Request Name: Better Classic Firebar
Type: Sprite
Description: Much like Akaginite's version but doesn't disappear when you leave the screen and fixes most bugs.
Originally posted by gohkeenytp
Request Name: Better Classic Firebar
Type: Sprite
Description: Much like Akaginite's version but doesn't disappear when you leave the screen and fixes most bugs.

Just to note: The reason why it breaks is because PIXI has expanded the amount of sprites which you can place in the level (particularily with sprites which use the extra bit) and the firebar uses a custom SubOffScreen (the routine which checks whether the sprite is enough offscreen to despawn) unlike most of the custom sprites we host which use a shared SubOffScreen (i.e. they call the same routine).

Less by the way, more important stuff: I have a fixed firebar ready but only the SNES version so I'll have yet to merge it with the SA-1 version. Just be patient, okay?
Request name: Reverse all controls
Type: Uber>A>SM Patch
Description I'm looking for a simple level code, that would reverse all controls.
up <> down
left <> right
Y <> B
X <> A
L <> R
(start and select, don't think it's too useful)

In the uberASM section, the only code to reverse controls does it for the D-pad.
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
Insert this routine and JSR to it

Code
InverseController:
		LDX #$07
	-	LDY $0DA2|!Base2,x
		LDA .Table,y
		STA $0DA2|!Base2,x
		DEX : BPL -
		LDX #$03
	-	LDA $15,x : TAY
		LDA .Table,y
		STA $15,x
		DEX : BPL -
		RTS

	.Table
	db $00,$02,$01,$03,$08,$0A,$09,$0B,$04,$06,$05,$07,$0C,$0E,$0D,$0F
	db $20,$22,$21,$23,$28,$2A,$29,$2B,$24,$26,$25,$27,$2C,$2E,$2D,$2F
	db $10,$12,$11,$13,$18,$1A,$19,$1B,$14,$16,$15,$17,$1C,$1E,$1D,$1F
	db $30,$32,$31,$33,$38,$3A,$39,$3B,$34,$36,$35,$37,$3C,$3E,$3D,$3F
	db $80,$82,$81,$83,$88,$8A,$89,$8B,$84,$86,$85,$87,$8C,$8E,$8D,$8F
	db $A0,$A2,$A1,$A3,$A8,$AA,$A9,$AB,$A4,$A6,$A5,$A7,$AC,$AE,$AD,$AF
	db $90,$92,$91,$93,$98,$9A,$99,$9B,$94,$96,$95,$97,$9C,$9E,$9D,$9F
	db $B0,$B2,$B1,$B3,$B8,$BA,$B9,$BB,$B4,$B6,$B5,$B7,$BC,$BE,$BD,$BF
	db $40,$42,$41,$43,$48,$4A,$49,$4B,$44,$46,$45,$47,$4C,$4E,$4D,$4F
	db $60,$62,$61,$63,$68,$6A,$69,$6B,$64,$66,$65,$67,$6C,$6E,$6D,$6F
	db $50,$52,$51,$53,$58,$5A,$59,$5B,$54,$56,$55,$57,$5C,$5E,$5D,$5F
	db $70,$72,$71,$73,$78,$7A,$79,$7B,$74,$76,$75,$77,$7C,$7E,$7D,$7F
	db $C0,$C2,$C1,$C3,$C8,$CA,$C9,$CB,$C4,$C6,$C5,$C7,$CC,$CE,$CD,$CF
	db $E0,$E2,$E1,$E3,$E8,$EA,$E9,$EB,$E4,$E6,$E5,$E7,$EC,$EE,$ED,$EF
	db $D0,$D2,$D1,$D3,$D8,$DA,$D9,$DB,$D4,$D6,$D5,$D7,$DC,$DE,$DD,$DF
	db $F0,$F2,$F1,$F3,$F8,$FA,$F9,$FB,$F4,$F6,$F5,$F7,$FC,$FE,$FD,$FF


Use responsibly, no one likes having their controls inversed.

allow shy guy emojis in post footers you cowards!
Request: Layer 2 V-scroll: None Un-hardcoder
Type: Patch or UberASM
Description: You know, in the vanilla game, if you set the V-scroll of L2 FG to something other than none in a horizontal level, and you enable vertical scrolling (via the Mario head in LM) in addition to using a vanilla L2 generator, it will still scroll to none. Similarly, if horizontal scrolling is enabled via the Mario head in a vertical level (not big horizontal levels) and you use a horizontal L2 generator, the H-scroll will be none even if you set it otherwise.

This is a quality-of-life patch than gets rid of those problems, allowing you to freely use L2 generators and vertical/horizontal scrolling! I can't believe this hasn't existed to the public before, and it would be really cool, don't you think?
My Mode 0 guide.

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

I asked this on a discord server but I don't know how to do anything related to ASM... Sooooooo... Is it too specific to ask for an UberASM patch that makes it so when Mario gets P-speed, he goes 2x faster than usual? If it's good, can someone please make that for me.

tjb gave me 2 links that may help you out:

https://www.smwcentral.net/?p=memorymap&game=smw®ion=rom&address=00D535&context=

https://www.smwcentral.net/?p=memorymap&game=smw&u=0&address=13E1&sizeOperation=%3D&sizeValue=®ion[]=ram®ion[]=rom®ion[]=regs®ion[]=hijack®ion[]=sram&type=*&description=

PLAY LUIGI’S MANSION 3!!!!
Name - Muncher Outline

Type - Blocks

Description - Should be the same like this https://www.smwcentral.net/?p=section&a=details&id=3819
but it should be a muncher instead of a coin.
Originally posted by SquidMan_Raps
Name - Muncher Outline

Type - Blocks

Description - Should be the same like this https://www.smwcentral.net/?p=section&a=details&id=3819
but it should be a muncher instead of a coin.

That already exists in RussianMan's Coin + Muncher sprite. So you just wanted in custom block form and not in sprite form right?
Is it possible to disable Despawning?
Because I want to stop sprites from despawning
"What's 9 + 10?"
-Jah
Originally posted by gohkeenytp
Name: SMB1 Piranha Plants
Type: Sprite
Description: The Piranha Plants will be green when the extra bit is clear and will be red when the extra bit is set.

You can find all kinds of Piranha Plants here.
Originally posted by KevinM
Originally posted by gohkeenytp
Name: SMB1 Piranha Plants
Type: Sprite
Description: The Piranha Plants will be green when the extra bit is clear and will be red when the extra bit is set.

You can find all kinds of Piranha Plants here.

I think he actually wanted SMB1 Piranha Plants that come in different movements of speeds like in SMB1X, Bowser's Final Kidnap, and those Mystical Levels. The Piranha Plants will have short stems, and come in all 4 directions. The green Piranha Plants move slower and the red ones move faster.
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