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The ASM Request Thread

Originally posted by P-Tux7
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.

From the submission:
Quote
P.S.: the patch can display up to 199%, so you can in theory have post-game levels that increase the number over 100%. You just need to set the number of exits in the patch as the exits required for the "main game".

There's also already a round down option anyway.
Originally posted by P-Tux7
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.

I also updated it recently so 99% is never rounded to 100% even with the round up option.
Originally posted by KevinM
Originally posted by P-Tux7
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.

I also updated it recently so 99% is never rounded to 100% even with the round up option.

Is there some minor fix of that, as you said if you have 102/103 exits or the number quantity of the exits that you create in a hack game can be 100%?
Super Mario World: Season 3: 2nd demo complete
Tag (span) was not closed.
Since nobody took my last request and 30 days have passed since I made it, I will not bump, instead, I'm gonna to ask for a more "simple sprite".

Name: Flying Skeleton (Castlevania III)

Type: Sprite

Description: A Gargoyle skeleton that flies in a parable pattern, similar to medusa heads. He flies first in a low arc, then it alternates to a high arch and that's it. It's more easy to understand in the videos I linked below.

The main challenge would be making the tilemap and its hitboxes to not be janky. In functionality, it's a simple sprite. In SMW, would be cool if it died after Mario jump on it, since it has no spikes at all. The enemy dies with any attack in the original game.

References:



original size.



zoom in.



In action. I marked at the 02:35 of the video, where it appears...



Here's another video, I marked it in 02:21, so you can see it in action again.



Last video. After making a slow arc, it accelerates and flies in a wide arc, then it keeps flying fast like before.

https://castlevania.fandom.com/wiki/Flying_Skeleton

Wiki description of the creature.

I would appreciate if someone can take this request. :)


Originally posted by DaHitmenGuy
Originally posted by KevinM
Originally posted by P-Tux7
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.

I also updated it recently so 99% is never rounded to 100% even with the round up option.

Is there some minor fix of that, as you said if you have 102/103 exits or the number quantity of the exits that you create in a hack game can be 100%?

I already fixed it, as said in the post you quoted.
Originally posted by KevinM
Originally posted by DaHitmenGuy
Originally posted by KevinM
Originally posted by P-Tux7
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.

I also updated it recently so 99% is never rounded to 100% even with the round up option.

Is there some minor fix of that, as you said if you have 102/103 exits or the number quantity of the exits that you create in a hack game can be 100%?

I already fixed it, as said in the post you quoted.

Thanks you for the fix #smrpg{y}
Super Mario World: Season 3: 2nd demo complete
Tag (span) was not closed.
Name: You VS. Boo Smiley and Angry blocks

Type: Block as the title implies (And/or Optional sprite)

Description: The Smiley and Angry face blocks from Super Mario Bros. DX (GBC). They function closely to the on, off blocks, but have some differences. The Smiley and Angry blocks have two variations, one, the block is a timer. Three seconds to be exact, once the timer finishes, the blocks will shift colors. Two, the block is a spike... and a block, on red, the block with become a spike, on white, the spike will become a block that is walkable on.

References:

Normal Gameplay

Speedrun (TAS)

Extra: If you could make the Boo from the same minigame it'd be nice. (swapping the blocks, and when reaching the end of the level [When it reaches the final screen of the level] it wins, sending you to back to the overworld)

GFX and Palette (And MAP16 for reference):

GFX

Pal

Map16
I'm not sure if this kind of request is valid

Name: Bomb Blocks (SA-1 and PIXI conversion)
Type: Block, Sprite
Description: Convert these blocks to SA-1 and convert the sprite included with it to be compatible with PIXI


Name: Single dragon coin worth 5
Type: Block or sprite
Description:
I want to hide a single dragon coin in my levels. Except, with the current patches, it won't save my progress unless I put five or more of them. Perhaps a single dragon coin that fills all five slots would solve this problem.

If this is already possible, please let me know.
Thanks.
That can be easily done with a hex edit at $00F34A:
Code
org $00F34A
db $01
Originally posted by MarioFanGamer
That can be easily done with a hex edit at $00F34A:
Code
org $00F34A
db $01

Oh wow, it's that simple huh? #tb{'_'}

Thanks a lot!
It's been two months that my previous requests aren't claimed yet and I'm waiting. So I'm gonna do another request

Name: Lemmy Koopa Super Mario World original based graphics adapted
Type: Boss Sprite
Description: Is a boss acting like Super Mario Bros 3 and Super Mario Maker 2, he is landing on the ball and throws balls like the game, also the balls disapear when they hit the wall. The balls can't hurt Mario but makes Mario bounced depending of x or y positions. There are spike bomb graphics that Lemmy shots randomly, and they explode when it hits the wall.
Mario bounces on Lemmy and he ceilling to the player like Ludwig original boss. Also Lemmy has the same death animations from the original Super Mario World game as Ludwig, Morton and Roy when he is bounced the first and the last time like the original boss. The balls or spike bombs disapear when Mario jumps on Lemmy the last time before he dies.
Also in extra bytes could be phased specifically for future boss in whichever order
1st = He throws one ball. When is bounced the first time, he throws two balls and when is bounce the second time, he throws three balls
2nd = He throws one ball. When is bounced the first time, he throws two balls and when is bounce the second time, he throws three balls. From the first time that Lemmy is bounced, he randomly throws balls or spike bombs based New Super Mario Bros U Lemmy bombs (Is like Birdo throwing eggs and fireballs randomly).
3rd = Same as 2nd second extra byte regarding dropping spike bombs or balls, but the first time that he is bounced, he throws three balls and when is bounce the second time, he throws five balls.
References: - Lemmy Koopa Graphics Download
- Video Demostration of Koopalings #1
- Video Demostration of Koopalings #2
- Video Demostration of Koopalings #3
Super Mario World: Season 3: 2nd demo complete
Tag (span) was not closed.
A new update for Press R to Switch Characters by making sure it works with 2 differents 32x32 players (Like Mario and Stitch), please? Thanks.
- Current game playing: Final Fantasy VII Rebirth (PS5)
- Last game completed: The Legend of Zelda: Twilight Princess (GC)

Currently working on The Mario's Greatest Adventure, Mario & Stitch: Part I and Super Mario World Re: Master Quest 1. My next projects will be Mario & Stitch: Part II, Mario & Stitch: Part III (MSU-1 only)
List Graphics. OLDC 2021.Online BG Ripper.
Originally posted by Brutapode89
A new update for Press R to Switch Characters by making sure it works with 2 differents 32x32 players (Like Mario and Stitch), please? Thanks.

That's more an issue of 32x32 Player Tilemap Patch 1.4, not Press R to Switch Characters.
Name: No Title Screen
Type: Patch
Description: Patch that starts the player at a specified level (maybe 115) upon the game starting. Is it possible?
Resources: i dont know
Name:Inventory System
Type: Patch
Description:An Inventory System
Originally posted by Zidan3
Name:Inventory System
Type: Patch
Description:An Inventory System

What does an inventory system entail? Please explain your request better to be in agreement with Rule 4, as this is nowhere near descriptive.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Epic_Manky
If I'm able, I'm gonna go ahead and make a new request since I don't really need my previous one fulfilled anymore:

Name: Poundable Stake Blocks / Extending Blocks
Type: Block
Description: Convert the Poundable Stake block and its routines to SA-1, and/or the Extending Blocks to SA-1 and its sprites to PIXI. I'm fine with either, but I can't use 'em anymore since I've converted my ROM to SA-1 and I'd hate to have to scrap one of my levels. I hope this kind of request is acceptable...

Sorry, but you can't make another request right now, as it's been 2 weeks since your last unclaimed request. Wait a few more days until the 30 days have passed.
Windowless ride, feeling alive
Are you alive or just breathing?
Name: Chrono Trigger-styled Level Names.
Type: Patch or UberASM.
Description: This Patch will make the Level Names appears upside of the Overworld Mario. Differently from Chrono Trigger, it will appears 8x8 tiles on top than 16x16 tiles, or can make the Two versions of it. Additionally, the Level Name will Extend depending of the Name Size (See the Concepts below). It will need (or not) the use of Widescreen Overworld.
References: Here was the reference in the Game itself. Here and Here was a Edited Screenshot Showing the Concept (sorry for the cut from the Second Screenshot; If possible, you can Fix this Issue).
Addition: If need, use This GFX that have clean Letters.
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 found out that Koyuki, creator of the original rocky wrench, actually made a better version in their SMB1X hack. I PMed them to ask about uploading it since I'd like it too (to make graphics for!)

Originally posted by Anorakun
Since nobody took my last request and 30 days have passed since I made it, I will not bump, instead, I'm gonna to ask for a more "simple sprite".

Name: Flying Skeleton (Castlevania III)

Type: Sprite

Description: A Gargoyle skeleton that flies in a parable pattern, similar to medusa heads. He flies first in a low arc, then it alternates to a high arch and that's it. It's more easy to understand in the videos I linked below.

The main challenge would be making the tilemap and its hitboxes to not be janky. In functionality, it's a simple sprite. In SMW, would be cool if it died after Mario jump on it, since it has no spikes at all. The enemy dies with any attack in the original game.

References:



original size.



zoom in.



In action. I marked at the 02:35 of the video, where it appears...



Here's another video, I marked it in 02:21, so you can see it in action again.



Last video. After making a slow arc, it accelerates and flies in a wide arc, then it keeps flying fast like before.

https://castlevania.fandom.com/wiki/Flying_Skeleton

Wiki description of the creature.

I would appreciate if someone can take this request. :)

Isn't this just RussianMan's 32x32 eerie, except make it 16x32 and stompable? You might want to ask him about it. And the stompable may be doable with editing the .cfg anyways.