Name: Koopa priority fix
Type: Bug Fix (Patch)
Description:
This patch fixes that when you jump into a koopa and kills the koopa,not the shell,the koopa respawns.
So,the priority for the koopa to despawn is killing the shell,not the koopa.
I want that the priority is the shell-less koopa,not the shell.
Make this compatible with SA-1.
Can someone make it?
My rom hack is in progress.
So,please make it.
Thinking about what patcher to use.
Originally posted by Thiago678
words
You had already requested this here and in fact quoted yourself. Do not do this.
You have made a request if someone doesn't make it they don't make it.
Originally posted by FailSandwich
Name: Anti-Lakitu Cloud Block
Type: Block
Description: If the player passes this block while riding in a Lakitu's cloud, the cloud will vanish in a puff of smoke.
Name: Snow Pokey Type: Sprite Long Description: A snow versión of pokey when Mario bounces on, it converts in a snowball like Super Mario Maker 2 and then grabs the snowball to throwSuper Mario World: Season 3: 2nd demo complete Tag (span) was not closed.
Name: SMB1 Piranha Plants
Type: Sprite
Description: Green Piranha Plants will go slow, while red ones are fast.
Name: Bowser Jr. From The "Super Mario Maker" Series.
Type: Boss
Description: Now the Super Mario, because Bowser Jr. is also an important character.
Name: Sprite VWF Dialogues Patch
Type: Patch
Description: Like VWF Dialogues Patch. But message box is represented by a sprite. (Like Sprite Message Box v1.1 patch)
and Automatically determines which sprite tiles are safe to temporarily overwrite, so there's no need to block off a certain amount of sprite tiles. (Like Sprite Message Box v1.1)
The usage is similar to the VWF Dialogues Patch, but with a slight difference.
Usage:
Code
MessageXXXX:
.header
db $aa
db %bbbbbccc,%ccddddee,%eeffffgg,%gghhhhhh,$ii,%jjjj----
db $kk,$ll
db %mnnnopzq
db %rrssttuu,$vv,$ww,$xx,$yy
kk = The number of the palette to use for the background and text. You can only select from 00 to 07.
ll =The number of the palette to use for the frame. You can only select from 00 to 07.
m = When the message box appears, hide all sprites.
z = If this is 0, the status bar is hidden, and if 1, the status bar is not hidden.
Everything else is the same as the existing VWF Dialogues Patch.
Sorry if this is an unrealistic request.
Originally posted by Hayashi Neru
Sorry if this is an unrealistic request.
It is unrealistic: You'd need to deploy lots of OAM tiles so your only option is smaller, more squerish boxes, it just isn't worth it especially with the way how SMW handles OAM.
Originally posted by gohkeenytp
Name: SMB1 Piranha Plants
Type: Sprite
Description: Green Piranha Plants will go slow, while red ones are fast.
Request name: Goomba
Type: Sprite disassembly
Description: A goomba that acts like the one in smw and yeah that's it (I mean it is a goomba after all.
My Favorite Nu-Metal Albums For You!! (Spotify Links).
As Of 1/28/2024.
Originally posted by Sping bot
Request name: Goomba
Type: Sprite disassembly
Description: A goomba that acts like the one in smw and yeah that's it (I mean it is a goomba after all.
Request name: SMM 1 type Bowser boss sprite
Type: sprite/Boss
Tool: Pixi
Short description: A bowser boss which behaves like the version seen in SMM
References:https://www.dropbox.com/sh/5gyk915138vfnus/AADACeq7SLlsx5LmrU4bQ8fCa?dl=0
various sprite sheet and mockups of SMW styled Dry bowser (also works for regular bowser with correct coloring)
Links:https://youtu.be/IkJif_t5D-U?t=142
Long description: a Bowser boss sprite in the SMW style which behaves similarly to the one from SMM 1 as shown in the youtube link, the sprite could also have an alternant version which is the Dry Bowser variant which is more aggressive and difficult which uses blue palette swapped fire similar to that seen in the NSMB series. this would allow for a variety of uses for players wanting some false bowser, or alternant bowser fights instead of just the one used in default SMW or the only two on SMWC (a smb1 version and an smw disassembly). I feel like this would be useful and welcomed, it could have a lot of different behavior options depending on anything extra the coder/ other SMWC users think of to add on to the already presented idea.
Description: Bowser from Super Mario Maker Acts exactly like the SMB1 Bowser. He is very customizable, the size is adjustable. Bowser will walk back and forward his own way not like a Sledge Bro. and spit fire, then he chases Mario if he’s behind him. Take 40 fireballs hits until he dies. If Mario touches Bowser, he will push him back causes him knockbacks and he will hurt you. If the extra bit is set he will throw hammers or he will spit fire from above to make fireballs fall from the sky.
As for Bowser Jr., he acts like in SMM and just like Bowser, he’s very customizable including size adjustments. He will hop and spits big Reznor fireballs at Mario and attacks him with his spinning shell. If the extra bit is set, he will throw hammers.
It looks like we wanted to have the same thing, don’t we? Let’s see that SMM Bowser please.
I read through quite a few pages of the forum and apparently overlooked yours, thats unfortunate haha. I could have saved time and just added on to yours if I had noticed it. but it is good someone else also wants a bowser boss that isnt one of the only two on SMWC. I do have to say though it really could use a dry bowser variant which is tougher and more aggressive, I do also like the idea of a big version if its done properly.
something else that COULD be done, but might be too much of a pain to do, would be setting it up so that the extra property byte sets if the bowser is regular or dry bowser, and the four extra bytes in CFG editor could be used to make 4 different "era" of bowser, one could make bowser act like SMB1 bowser, two could make him act like SMB3 bowser, three could make him act like SMM SMW style bowser, and four could be giant. and if the bytes 1-4 were used and the extra property byte was set you could have something like a Giant Dry bowser or a Dry SMB1 bowser, therefore allowing 8 possibilities from one boss meaning most everyone could find some use for it.
or as thomas mentioned it could be just "you could just use one byte with multiple values" to achieve the same thing.
Good news, Sonikku has finally working on a SMB1 bowser on his twitter post.
Request name: Baby yoshi that disappears when it eats something
Type:Uberasm+Block
Description:A baby yoshi that will vanish after eating an enemy you also have to be carrying baby yoshi in order the beat the level.
My Favorite Nu-Metal Albums For You!! (Spotify Links).
As Of 1/28/2024.
Name: YI style message box
Type: Patch
Description: This message box is using Layer 3. but can use in layer 3 background level.(In fact, a layer 3 background and a layer 3 message box come out from Yoshi Island.)
Originally posted by Hayashi Neru
Name: YI style message box
Type: Patch
Description: This message box is using Layer 3. but can use in layer 3 background level.(In fact, a layer 3 background and a layer 3 message box come out from Yoshi Island.)
Name: NSMBU Goombrat
Type: Sprite
Description: Similar to the SMB3 Goomba but avoids walking off of ledges like a Red Koopa Troopa.
I'M A CHUCKSTER
Originally posted by DaHitmenGuy
Name: Snow Pokey Type: Sprite Long Description: A snow versión of pokey when Mario bounces on, it converts in a snowball like Super Mario Maker 2 and then grabs the snowball to throw
Request Name: Super Mario Maker 2 - Blasta and Zappa Mechakoopa
Type: Sprite
Tool: PIXI
Sprites:
Download GFX
Description: A red Mechakoopa that fires homing Bullet Bills (The sprite shot can be this) and a blue Mechakoopa that fires an electric lazer, they can stand on ledges. I've touched and recolored the sprites a bit so it becomes vanilla palette and vanilla frame limit friendly. The winding key isn't included in the shown sprites because it's intended to know that the graphics are still gonna be placed like a normal Mechakoopa.
Additional Optional: Boomba Mechakoopa, a yellow Mechakoopa that chases Mario on a faster speed and jump stomping the ground, it will spin its eyes and then blow up like a Bob-Omb after a certain chase time or when it's about to reactivate after being stomped. It doesn't stand on ledges
Description: A cluster sprite that generates falling rocks from the top of the screen every 20 seconds that can hurt the player. Any rock that falls can either be a small rock (2x2) or a large rock (3x3).
Uses: This sprite would be useful in Volcano levels to create an additional sense of danger"What's 9 + 10?"
-Jah