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The ASM Request Thread

Name: SMB2 Turnips

Type
: Sprite/Block

Description: A sprite/block that acts like the turnips form SMB2. To pull it out of the ground the player would have to use the run button (no animation is necessary). Like a throw block, it would start off as a block and turn into a sprite when you pick it up. It's pretty much just a throw block that bounces on enemies. Instead of having Mario hold the turnip above him, he could simply hold it in front of him like keys and P-switches.

Reference:

Originally posted by Idunno
Name: SMB2 Turnips

Type
: Sprite/Block

Description: A sprite/block that acts like the turnips form SMB2. To pull it out of the ground the player would have to use the run button (no animation is necessary). Like a throw block, it would start off as a block and turn into a sprite when you pick it up. It's pretty much just a throw block that bounces on enemies. Instead of having Mario hold the turnip above him, he could simply hold it in front of him like keys and P-switches.

Sonikku has already claimed that request, but he is not going to submit them yet.

Look at his tweets.
https://twitter.com/SpriterSonikku/status/1263463292485292032
https://twitter.com/SpriterSonikku/status/1263547561312309248
https://twitter.com/SpriterSonikku/status/1263560307496022017
https://twitter.com/SpriterSonikku/status/1265021175303790593
Originally posted by Epic_stuff
Name: Dynamic Overworld Player Graphics
Type: Patch/UberASM
Description: Changes the default overworld player to the small Mario sprite, however the player state is still visible at the top left (showing Yoshi if applicable now). Can use the 32x32 player patch so all frames can fit. Preferably with configurable frames. Another thing that I would like is the ability to have idle animations (such as the dance the player does), but that's not necessary.
References: https://youtu.be/NABeP5oGygM?t=170
https://youtu.be/vft67Sg1W-I?t=12

(showcases the world maker in general but also shows how Mario should look)

I have the 32x32 Player GFX if you'd like them.


Bumping because it's been a long time #smw{-_-}
super request please // i'll love you forever whoever claims it

Name: Music Pause Continue (working name)

Type: Patch

Description: A level-specific patch that whenever you play a song in a level, but don't that song in the next level, but put said song again in the next level without restarting the whole song again and play where it left off.

Please, I beg you.
Originally posted by Aram
super request please // i'll love you forever whoever claims it

Name: Music Pause Continue (working name)

Type: Patch

Description: A level-specific patch that whenever you play a song in a level, but don't that song in the next level, but put said song again in the next level without restarting the whole song again and play where it left off.

Please, I beg you.

Could you please explain your patch a bit more? I'm not claiming the request, I'm just asking for a bit of clarification.
"What's 9 + 10?"
-Jah
If I'm reading it correctly he wants a patch that allows you to pause a song for a sublevel without restarting it when it comes back.
For example:
level 105 playing "here we go" -> go in pipe to 1CB music is no longer player -> enters pipe back to 105 "here we go" continues at the position it stopped at.
Originally posted by Aram
(...) A level-specific patch that whenever you play a song in a level, but don't that song in the next level, but put said song again in the next level without restarting the whole song again and play where it left off.


As I understand it, you start a level with Song A. Then, lets say you go through a pipe and it plays Song B, then you enter a third pipe to a third level and song A plays again, and what you want is for it to continue to play song A from where it originally left off.

I'm not going to claim this yet, since it might be out of my skill, but I'll give it a shot. I'm thinking this might be doable via some a sound effect to tell the SPC to change $40/$41:

Code
$0030~003F	RAM	- 2bytes per chan. points to next (current?) music data byte for each channel
$0040~0041	RAM	- Points to music data. Roughly corresponds to "current measure"
$0042		RAM	- Dec by 1 each time song loops. If FF, never decreases. Music stops at 0.
$0043		RAM	- Global transposition value. Negative values work.


If not, I'm guessing you want this because you're using a song with an intro you don't want to repeat. Alternatively you could have 2 songs in addmusic, one with the intro and one without, and just have the later level use the intro-less song. Assuming that's what you're going for.

EDIT: Wrote an UberASM routine to store ARAM $30-$46 (and variations) to free ARAM on level change, and vice versa on level load. Didn't work out, seems the ARAM values are move involved than just setting the position in the song. I'm stumped.
Many weeks have passed, so...

Request Name: Mario/Yoshi Damage Fix
Type: Patch
Tool: Asar
Description: Fixes the damage type that is affected by Mario on Yoshi when interacting with Dino Torch Horizontal Flames, Wigglers, Mega Mole on normal ground, and harmful tiles when touched by side or upside down. Instead of harming Mario directly, it just harms Yoshi like with other enemies.

More info here: https://twitter.com/MarioBrothBlog/status/1326190673784172544?s=20


Have a frost day~
Originally posted by Sping bot
aye does anyone mind making a disassembly for everyone of the layer 2 smash that’s customizable?


If you want to request this please make sure to follow the rules in the OP including format
Request Name: Layer 2 Smash disassembly
Type: sprite
Tool: Pixi
Description: A simple disassembly of the layer 2 smash sprite thats customizable just so people dont have to go through the trouble of trying to edit the op layer 2 smash.
Originally posted by Blizzard Buffalo
Request Name: Mario/Yoshi Damage Fix
Description: Fixes the damage type that is affected by Mario on Yoshi when interacting with Dino Torch Horizontal Flames, Wigglers, Mega Mole on normal ground, and harmful tiles when touched by side or upside down.


I'll claim this one. I actually already have a working patch, but I used some code from Koopster to make it SA-1 compatible (some weird Yoshi pointer thing) so I want to ask them for permission before submitting it.
Last request wasn't claimed, so...

Name: Minecart

Type: Sprite

Description: The minecart from Newer Super Mario bros. DS. The cart moves on it's own while the player tries to keep it rolling by not hitting obstacles. The cart blows up if it hit walls, and it starts smoking when hit by a normal enemy. If the player gets hit again, they blow up. The player doesn't lose power ups from getting hit, and uses mushrooms as the cart's health (Normal max health: 2, customizable). (It doesn't need to run on tracks, just anything solid that Mario can stand on.)

References:

( I can't find any videos of just the cart levels so: )

Magmatrack Getaway (Starts at 7:05)

Wagon Way (Starts at 14:22)

Graphics:

GFX (bin) file

How it should look:
The gray particles are smoke, and the red particles are explosion effects from hitting something like a wall, or getting hit by enemies twice (or more).
Name: Super Mario Land 2 Midway Bell
Type: Sprite
Description: A 16x16 bell that when Mario touches rings and then shakes continually, setting the midway point.
References:


Originally posted by King Mayro
Last request wasn't claimed, so...

Name: Minecart

Type: Sprite

Description: The minecart from Newer Super Mario bros. DS. The cart moves on it's own while the player tries to keep it rolling by not hitting obstacles. The cart blows up if it hit walls, and it starts smoking when hit by a normal enemy. If the player gets hit again, they blow up. The player doesn't lose power ups from getting hit, and uses mushrooms as the cart's health (Normal max health: 2, customizable). (It doesn't need to run on tracks, just anything solid that Mario can stand on.)


The most similar thing I could think about is this sprite from Blind Devil, though it has some limitations you can overcome if you give your level a clever design. You could just replace the graphics included in the sprite with the ones you provide (it uses the whole SP4 page). I guess some coders could help you by using this as a base if you're not okay with this suggestion.
Nobody takes flopping Cheep-Cheeps seriously.

Background image: Snowy Mountains by Gamma V

Name: Warp to main entrance when dying
Type: UberASM (level)
Description: A patch that teleports you back to the main entrance of the level/sublevel you currently are in after taking mortal damage.
References: this patch from wiiqwertyuiop.

Requesting this as an UberASM code because I need this to work only in a per-level basis rather than in every level.

Eternal love for anyone who claims this. #smw{:peace:}
Nobody takes flopping Cheep-Cheeps seriously.

Background image: Snowy Mountains by Gamma V
Originally posted by Galeth
Name: Warp to main entrance when dying
Type: UberASM (level)
Description: A patch that teleports you back to the main entrance of the level/sublevel you currently are in after taking mortal damage.
References: this patch from wiiqwertyuiop.

Requesting this as an UberASM code because I need this to work only in a per-level basis rather than in every level.

Eternal love for anyone who claims this. #smw{:peace:}


Maybe you didn't look hard into the UberASM section, because it already exists.

Originally posted by Segment1Zone2
Maybe you didn't look hard into the UberASM section, because it already exists.

Damn, I saw it but I didn't know this was exactly what I was looking for; my bad. Thanks for the reminder.
Nobody takes flopping Cheep-Cheeps seriously.

Background image: Snowy Mountains by Gamma V
Originally posted by Sping bot
<removed post>


Bouncin Chuck is a sprite included in the Ultimate Chuck set, but having a separate disassembly is a necessity.
Bumping this.
Originally posted by Segment1Zone2
Bouncin Chuck is a sprite included in the Ultimate Chuck set, but having a separate disassembly is a necessity.
Bumping this.

Just as a heads-up, I removed the request you originally quoted as it didn't follow the rules of this thread. As such the quote has also been edited out of your post.
Name: Bypass powerdown routine.
Type: Patch(?)
Description: Mario does not powerdown when damaged. He should revert to small Mario only after dying.
GANYMEDE

Chapter Two: Land of No Shame