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The ASM Request Thread

Originally posted by JamesD28
Originally posted by Earthling
Name: Carryable Sprite Killer
Type: Sprite
Description: Kills any sprite it comes into contact with. Can get picked up by Mario and won't kill hin in any way.
Optional: A variant that self-destructs after killing a certain amount of sprites.
References:
art.jpg

Mod edit: Incredible art, but please don't stretch the site tables.

Claiming this request.

Request fulfilled.
Here's one that I'm surprised doesn't exist yet, an UberAsm code to disable jumping in a given level.

Name: Disable Jump/Spin Jump

Type: UberASM

Description: As the name implies, this would remove the ability for Mario to perform either a Jump or a Spin Jump

Application: Could be used for a Captian Toad styled puzzle hack
"What's 9 + 10?"
-Jah
Originally posted by ModernKiwi
Here's one that I'm surprised doesn't exist yet, an UberAsm code to disable jumping in a given level.

Name: Disable Jump/Spin Jump

Type: UberASM

Description: As the name implies, this would remove the ability for Mario to perform either a Jump or a Spin Jump

Application: Could be used for a Captian Toad styled puzzle hack

Download (note: since this just disables pressing the A and/or B buttons, also things like swimming without an item and dismounting Yoshi are disabled).
I'm rejecting the old request, here's a different one

Name: Improved Press R to Switch Characters.

Type: Patch/ UberASM/ Gamemode

Description: The ability to switch characters by pressing the R button, with the added option to do so from the overworld and to set input to a single controller. Also the original options are welcome.

Note: This exists in a form but has a game breaking flaw, referenced here https://dl.smwcentral.net/19989/RChar.zip, https://dl.smwcentral.net/20023/Rchar.zip Even if just the game breaking flaw mentioned in the patch version(which the bug actually happens in both) of these could be fixed would be great.
Name: No colliding Shells
Type: Patch
Description: Patch that allows you to jump on a moving shell with a shell in your hand without colliding them eachother.

Well, I already requested a month ago, and i'm gonna do another request.

New request:

Name : Perfect lava block

Descrpition: A lava block that kills a customizable amount of sprites by making it disappear and making a lava effect, and that kills mario too. Please make it compatible with the Podoboo sprite, even if it is killable by a star.

Hehe, I already made one.
Thinking about what patcher to use.
Fanatical like a Demon
Name: Yoshi Iggy/Larry Platform and Beta Cage Interaction Fix
Type: Patch
Description: Patch that allows Yoshi to have interaction with Iggy/Larry's tilting platform (currently he clips thru it but stops at Mario's position). As for the cage fix (sprite 88), same thing but also for if the patch could also fix the interaction in that it updates the player's x and y pos. Currently you stay in the same pos of the screen instead of the cage actually carrying you. Priority is mainly Iggy/Larry's platform interaction but considering the interaction with the cage is the same I figured to include it. I ask whoever claims this be knowledgeable and decently experienced as these most likely use not so well known data bc of lack of interest (should work with and without the Yoshi Expansion patch). At the very least if the priority one gets finished first, I'd love it asap.

Originally posted by S.U
Name: SMB3 Koopalings
Type: Sprite
Description: SMB3 specification Koopalings.
It would be great if it could be used with the SMW hack.
References: https://www.youtube.com/watch?v=_IkYkvA7y1k

Second this. I think the original game handles it in that it's the same sprite but the world dictates which koopaling it would be. Bits would be a good feature for this custom sprite for customizability. Yoshifanatic1's SMAS+W disassembly should be of help for this.

Originally posted by EnzoLipe1
Name: Super Mario Maker 2 2 Player coop
Type: Patch
Description: A Patch that makes the 2 player mode work as in Super Mario Maker 2, where you can grab, jump on other players and also be in coop.
References: https://www.youtube.com/watch?v=v_Kc9uwKIPE(but only 2 players for this patch)
https://www.spriters-resource.com/nintendo_switch/supermariomaker2/sheet/119043/(an image with the carried and carrying another players sprites)
Edit: The players can be also be put on yoshi's mouth and yoshi can spit them, this is just a quick note

Another one I would love to see come true.

As for CalHal, imamelia already has a faithfully coded sprite of that but not for pixi. He'd just need to convert it. I already let him know about your request so we'll see.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Name: SMM2 Rotten Shroom

Type: Sprite

Description: Similar to this sprite https://www.smwcentral.net/?p=section&a=details&id=22256, but it chases the player and can jump up 1 block ledges.
"What's 9 + 10?"
-Jah
Name: Oil blocks

Type: Block

Description: A block that produces a pillar of flame (like from Sumo Brother's lightning bolt) above it for a short time when hit with a fireball. If that's too complicated then spawning a simple hurt block above would do...
Name: "SMA2 Status Screen" update with SA-1 compatibility
Type: Patch
Description: Self-explanatory, and I was redirected here to make this request. This patch needs to be updated to work with SA-1 (and the track included needs to be made AmK compatible, though I did this on my own fairly easily).

I also looked into the patch to see if I could disable various counters from showing up on the menu (lives, score, time, etc) but my ASM knowledge is too limited for that. I wanted to do this in case I ended up patching in infinite lives. If that is simple enough to edit out then I would appreciate it, but don't bother if it takes too much work.

Thank you in advance.

References: https://www.smwcentral.net/?p=section&a=details&id=4573
Name: Music Playlist with autoplay
Type: Patch, UberASM
Description: Like the existing Music Playlist patch, but songs fade out and switch to the next in the list after a specified amount of repeats.
References: https://www.smwcentral.net/?p=section&a=details&id=24378

Name: Grrrol/Spiked ball

Type: Sprite

Description: A Grrrol/Spiked ball sprite (perhaps dynamic but not required) which can be three different sizes 24x24, 32x32, or 48x48 based on extra bit, and can also be set to go left or right. can interact with slopes, other grrrols, and blocks to change direction.
As a bonus but not required it would be nice if a larger grrrol could kill the smaller sized grrrol (so a 48x48 kills both of the other two, a 32x32 kills 24x24) and all can kill/hurt other sprites.
The sprite is similar to Both Grrrol found in NSMBU and the NSMB spike ball/Giant spike ball

included images First:an example of the grrrol and a shooter/pipe
Second: some custom edited versions of the sprite at all three sizes (24x24, 32x32, 48x48) as they would appear on a dynamic GFX, could be split to fit into 2 GFX for non dynamic.
Third: a video showing how the spike balls AKA grrrols would work


References:
Originally posted by CalHal
Name: Much Improved Rocky Wrench / Scarlet Devil Mario 2 Rocky Wrench

Type: (Extended) Sprite (PIXI)

Origin Game: Super Mario Bros. 3

Graphics: Super Mario Maker

Videos: Scarlet Devil Mario 2 and Almost Complete Doomship SMW Level

Description: Unlike Koyuki's old Rocky Wrench with acts like a piranha plant throwing dry bones bones or Chuck’s baseball and dies in a puff of smoke, this one throws an actual wrench (custom extended sprite) which it flies higher in a short diagonal line before going horizontally straight toward Mario like in the original SMB3. When Mario stands on top of the sprites before it rises up, it acts like a little platform or a rideable enemy (mega mole or shy guy). When Mario jumps on the sprite after it rises, it dies in a falling animation. Seen in airship and tank levels. When the extra bit is set, the Rocky will respawn after it dies.

Just like in this post, Ladida thinks she was using it from smkdan misc. sprite pack, instead, she used the codes found in PukiWiki or from an amazing japanese hacker.

Feel free to claim this request if you wish to or not.

I agree with this request because I wanted to port the SMAS SMB3 and SMM2 Rocky Wrench graphics to SMW, but also, you should give a link to the files from PukiWiki so they can be used as reference/converted to PIXI.
Originally posted by Flamesofshadow
Name: Grrrol

Type: Sprite

Description: A Grrrol sprite which can be three different sizes 24x24, 32x32, or 48x48 based on extra bit, and can also be set to go left or right. can interact with slopes, other grrrols, and blocks to change direction.
As a bonus but not required it would be nice if a larger grrrol could kill the smaller sized grrrol (so a 48x48 kills both of the other two, a 32x32 kills 24x24)


References:

This has already been done by Tsutarja but he hasn't converted it to PIXI yet
Originally posted by Ondore's Lies
Name: Completion Percentage
Type: Patch
Description: Replace the exits counter with a completion percentage.

To achieve this effect, divide the number of exits the player has achieved by the number of exits defined by the user in the patch (rounded up). For example, if a hack has 30 exits, and the player has found 11 exits, then the file select on the title screen will display 37, rather than 11.

I think this is definitely a patch other people would use, because the exit counter is not as good an indicator of your progress.

Would be super cool if this counter could be displayed on the overworld map somehow, but please feel free to not bother if it's too much work.

Resources: Pretty sure none are required.

Pretty late but finally got around to making this: Download (only for file select)
What if our request gets bumped to a previous page and nobody has replied to it? Are we allowed to quote it to make sure it's visible to anyone who checks the thread?
No do not bump your request, that is one reason the ASM request thread was remade. We do not want it full of clutter.
If your request has not been fulfilled within 30 days or you posting it, you may post it again, a reason it may of not been filled is no one had any interest in doing it or it was too hard/specific.
Originally posted by KevinM
Originally posted by Ondore's Lies
Name: Completion Percentage
Type: Patch
Description: Replace the exits counter with a completion percentage.

To achieve this effect, divide the number of exits the player has achieved by the number of exits defined by the user in the patch (rounded up). For example, if a hack has 30 exits, and the player has found 11 exits, then the file select on the title screen will display 37, rather than 11.

I think this is definitely a patch other people would use, because the exit counter is not as good an indicator of your progress.

Would be super cool if this counter could be displayed on the overworld map somehow, but please feel free to not bother if it's too much work.

Resources: Pretty sure none are required.

Pretty late but finally got around to making this: Download (only for file select)


Thank you so much, I'm so happy you made it. I've wanted this for a very long time!
GANYMEDE

Chapter Two: Land of No Shame
Originally posted by LOLRyan2006 the Goombud
Name: See-Saw
Type: Dynamic Sprite
Tool: PIXI
Description: A see-saw working like the SMM2 See-Saw. One of the sides will fall depending on which side there is more heaviness. It will be also cool if it had a See-saw that only worked with the L/R buttons (Like in NSMBWii)

I Think that's a cool idea #smw{:peace:}
I like the percentage idea, but the percentage should be rounded DOWN. If you have 102/103 exits, that's gonna round up to 100%, and will confuse the player.