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The ASM Request Thread

Originally posted by Yoshin
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:



i'll claim this one. i think having graphics in .bin would've been convinient.

edit: fulfilled
It's been four months that my previous requests aren't claimed yet and I'm still waiting. So I'm gonna do another request

Name: Level event post end game sequence credits
Type: Patch
Description: After clear a level that makes the end game sequence, restarts and the event appears as a silent event level as in the other games that have the criteria for unlocking a world or level. Example: Beating Bowser at the level Front Door and Back Door and appearing the credits, when restart the game after the end, then the event appears as a silent event level as I told.
Super Mario World: Season 3: 2nd demo complete
Tag (span) was not closed.
Since my last request passed over 30 days (it was a bad request either way)
I've come up with an interesting concept that could be used in kaizo hacks or any gimmick that requires Mario not to move horizontally on his own.

Name: No Horizontal Movement for Mario
Type: UberASM
Description: Disables Horizontal Movement For Mario (Mario can't walk left or right), but he can enter horizontal pipes.
Reference: (This is a demonstration of what it should be, i didn't actually make this lol)
Originally posted by RussianMan
edit: fulfilled


Thank you!!!
Originally posted by ModernKiwi
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.


This request has gone unanswered for some time now, so I'd like to remove this request and make a new one.

Name: Per-Level/Per-Submap Goal Songs.
Type: Patch
Description: A patch that would allow the player to pick a song to play once a level's goal has been reached, on a per-level or per-submap basis. Could be useful if you want to have a goal song that fits a particular kind of level, but you don't want that song to play after every level.

References: This patch by Erik should be a good starting point.
"What's 9 + 10?"
-Jah
Originally posted by ModernKiwi
Originally posted by ModernKiwi
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.


This request has gone unanswered for some time now, so I'd like to remove this request and make a new one.

Name: Per-Level/Per-Submap Goal Songs.
Type: Patch
Description: A patch that would allow the player to pick a song to play once a level's goal has been reached, on a per-level or per-submap basis. Could be useful if you want to have a goal song that fits a particular kind of level, but you don't want that song to play after every level.

References: This patch by Erik should be a good starting point.


This is a really cool concept, bump
Name: 16x16 Overworld transparent tile
Type: Block?/UberASM
Description: A layer 1 OW tile which, when placed on a layer 2 tile displays colour-averaged pixels of both the layer 1 and 2 pixels.

This would give a transparency effect like that of the ceiling boo's in ghost houses which could be used to make things appear underwater, or behind something.

Feel free to correct me if this isn't possible between the two background layers.

References:
Originally posted by Steamed_Hams
Name: 16x16 Overworld transparent tile
Type: Block?/UberASM
Description: A layer 1 OW tile which, when placed on a layer 2 tile displays colour-averaged pixels of both the layer 1 and 2 pixels.

This would give a transparency effect like that of the ceiling boo's in ghost houses which could be used to make things appear underwater, or behind something.

Feel free to correct me if this isn't possible between the two background layers.

References:

Too complicated if not impossible: Colour maths can affect only whole layers, not individual tiles (exception: Objects/Sprites which use palettes C-F and even then, there are limitations with that).
My last request was answered (in the very next post).

Name: Die On Button Press
Type: UberASM
Description: I specifically need an UberASM (level) that kills(!) Mario when you press left or right.
In order to make it useful for other circumstances, maybe it would be nice if you could choose any combination of buttons, and to make it either hurt or kill Mario or be disabled completely.
References: -
Originally posted by DasFueller
My last request was answered (in the very next post).

Name: Die On Button Press
Type: UberASM
Description: I specifically need an UberASM (level) that kills(!) Mario when you press left or right.
In order to make it useful for other circumstances, maybe it would be nice if you could choose any combination of buttons, and to make it either hurt or kill Mario or be disabled completely.
References: -

Claiming this.
Originally posted by MarioFanGamer
Originally posted by Steamed_Hams
Name: 16x16 Overworld transparent tile
Type: Block?/UberASM
Description: A layer 1 OW tile which, when placed on a layer 2 tile displays colour-averaged pixels of both the layer 1 and 2 pixels.

This would give a transparency effect like that of the ceiling boo's in ghost houses which could be used to make things appear underwater, or behind something.

Feel free to correct me if this isn't possible between the two background layers.

References:

Too complicated if not impossible: Colour maths can affect only whole layers, not individual tiles (exception: Objects/Sprites which use palettes C-F and even then, there are limitations with that).


Thanks for responding anyway, wasn't completely sure how the transparency worked, how feasible is it to do it to the whole of layer 1 then?
Originally posted by JamesD28
Originally posted by DasFueller
My last request was answered (in the very next post).

Name: Die On Button Press
Type: UberASM
Description: I specifically need an UberASM (level) that kills(!) Mario when you press left or right.
In order to make it useful for other circumstances, maybe it would be nice if you could choose any combination of buttons, and to make it either hurt or kill Mario or be disabled completely.
References: -

Claiming this.

Request fulfilled.
Name: Candle flame in background For Layer 3
Type: Cluster sprite/UberASM
Description: Same as the original Candle flame in background. But it follows Layer 3. Also this allows the user to set the position and frame of the flame.
Okay, a couple of months have passed since my last request here, so I'm gonna make a new request here.

Name: Disable Tile Priority on Death
Type: UberASM
Description: You know how Mario always goes behind a tile when you enable priority for it, even when he dies and loses a life? I'm looking for a small tweak to this, so that if Mario dies anywhere on the screen (even if he is touching a tile with priority enabled), that he goes in front of all tiles on screen. I'm presuming this would work best with gamemode 14, am I right?
References: -

My thanks in advance.
Hi! First time posting here. I tried looking for this specific block but I can't find here, so I,m making a request.

Name: Behind the scenery block
Type: block
Description: I'm trying to program a block to keep Mario behind the scenery (i.e. behind any tiles acting as 25) after he's used a fence door.

I tried to program the ASM below (my skills are super rudimentary) but while it does keep him under the net when he exits the net block and goes back, Mario appears in front of all other tiles acting as 25.

Code
LDA $13F9 ; \ If the player is behind the net...
CMP #$01
LDA #$01  ; \ Keep them behind the net
STA $13F9


So basically, I would need a block that keeps all properties of the net (0B) except for Mario's ability to climb it.

Additionally, I am looking to get a block that acts similarly, but which is solid to Mario if he is currently in front of the net, but solid when he is on the back. I understand it might technically be considered a second request, but I'll be just fine if someone can help me with the first issue.

Thanks in advance!
Hi there, welcome to SMWC!

The code you wrote is a solid attempt, although 1) you're missing a branch command so it never jumps anywhere different depending on the value, and 2) even with the correct branching it doesn't do anything ("if $13F9 is 1, make it 1" doesn't change the value of $13F9).

I don't know how exactly climbing nets work off the top of my head and I'm not sure I understand what your situation looks like, but I can whip up something for your second request:

Code
; make this block act like 25
LDA $13F9
; CMP #$00 can be omitted here
BNE .solid ; change BNE to BEQ to invert the condition
.passable
RTL
.solid
LDY #$01 ; make the block act like tile 0130
LDA #$30
STA $1693
RTL


This is untested, and I trust you can add the header and whatnot yourself.


 
Thanks WYE, the code for the second request works as it should!

The fence and vine tiles (06-1C) are peculiar ones, as to my knowledge, they're the only tiles that will keep Mario in the background as long as he touches them. Everything else brings him to the front, and I can't seem to replicate that behaviour on a custom block (my blocks will either just do nothing or send Mario in the background forever).

My band-aid solution so far is just to make my tiles act as 0B (central fence tile) and use different graphics, but with the climbing ability still on, it might be difficult for the player to navigate in it without grabbing the fence all the time.

Anyhow thanks for your help!
Name: "Super Status Bar" update (with Custom Powerup support)
Type: Patch
Description: A simple patch to the Super Status Bar patches to optionally use Custom Powerup Itembox option if set to 1, because it is required for Custom Powerups to work, it is currently incompatible completely with Super Status Bar right now. This will fix the issue.
References: Super Status Bar, Custom Powerups can be found in the forums somewhere (also on github)!
its been over 30 days since my last post, so yet again I'll make another.

Name: slow custom Background/layer 2 scroll
type: UberAsm probably
Description: I recently assembled The S3&K lava reef zone boss Background however I need more technical code to allow for proper usage of the BG.
Currently, the BG is 2 screens wide and then it replicates itself. what I need is some UberASM that will allow the Background to behave the way it does in S3&K meaning that no matter how long the level is the player won't see the background replicate but instead it scrolls in a way that by the end of the level the backside of the Death egg can be seen.

References: first roughly 40 seconds of the video shows how the BG should scroll and be seen by the player, its clearly longer than the two screens the BG takes up in LM.

Name: Left and right blooper
Tool: Pixi
Description: a blooper that moves left and right only depending on the extra bit and if possible make it so that it uses the same graphics as Romi's blooper


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As Of 1/28/2024.