Hi, you probably saw the new JUMP Team hack (if not, what the hell are you doing here?). I made a bunch of stuff for it, so I decided to release some of it here (not everything, as some stuff should remain exclusive to that hack). By the way, this contains some spoilers to asm/music found in the hack, I warned you!
Anyway, here's the thing: [DOWNLOAD]
And here's a short preview of what you will find in there:
This is an edit of Akaginite's Boo Rings that will spawn a second sprite and stay attached to it. By default it's going to rotate around the sprite but you can also set offsets for more wacky stuff (like have a ring hover a number of tiles above another sprite). It supports custom sprites and setting their extra bytes, everything using extra bytes. Of course, it retains the basic options from the normal boo sprite, so number of boos, speed, radius etc. SA-1 is recommended, but not necessary if you don't go too far with them
I lifted this gimmick from DKC3, and what's funny is that at the same time I made these James released his gates+switches, which work similarly but have some differences.
Anyway, these stationary ropes will make some gates open when Mario grabs them, and then slowly close when he gets off the rope. You can associate a rope with multiple gates via the extra bytes, and customize their speed/length etc. as well. The gates use invisible blocks to handle interaction: when they close, they spawn blocks (act as 130 for solid gates, act as 12F for death gates), and when they open they remove blocks. This way it's easier to handle the interaction with Mario and it's possible to make them block sprites as well. When using them, you should place said invisible blocks under the gates, or they won't be solid at first. The ropes have also an option to hide a certain number of tiles when at rest: I made this to save OAM tiles, since when at rest the rope will be partially behind foreground blocks (well, assuming you don't want cutoff).
Included there's a vertical and a horizontal moving gate, and they're tagged as "solid" and "death" just because I used these for the hack, but you can simply change the block they use in the asm file.
This is a recreation of the vanilla ghost house mist, but drawn as a sprite. Useful if you want to use layer 3 for something else, but pay attention that it uses ~80 tiles, so you'll have to be careful on your sprite usage.
The sprite is actually a generator for a simple reason: generators run at the end of the frame, so it's possible to do OAM shenanigans with them (since no other sprite will be drawn after them, in most cases). I take advantage of this to rearrange the OAM table, to have all on-screen tiles at the very start, and then draw the mist at the very end: this avoids replacing other sprite tiles, and make the mist have lowest priority with respect to other sprites (necessary to avoid weird shenanigans when paired with other sprites and layer1/2 priority blocks).
Included a GFX file that's GFX01 but with the mist tiles, and a uberasm that will enable sprite translucency for the mist.
This is basically the same as the sprite I have in the sprites section, but there's defines for all the timers so it's easier to edit their behavior.
A UberASM that will display some text on the ow border for each level Mario is standing on, meant to be used for collabs to show the author in each level, but you can use it for whatever you want (and it doesn't have to be on the border).
This patch will draw the death counter on the screen when a certain message box is opened, if you want to have a "You died XXXXX times" message of some sorts. Meant to be used with the death counter patch or with my Uberasm Retry (which has a built-in death counter).
Similarly to hacks like Czar or Waterworld, this replaces the 1P/2P options with a Retry option, if you want for example to let the user decide between Retry/no Retry or Retry prompt/instant Retry. Meant to be used with my Uberasm Retry, since it has the feature of changing Retry type on the fly.
Anyway, here's the thing: [DOWNLOAD]
And here's a short preview of what you will find in there:
Boo Rings attached to sprites
This is an edit of Akaginite's Boo Rings that will spawn a second sprite and stay attached to it. By default it's going to rotate around the sprite but you can also set offsets for more wacky stuff (like have a ring hover a number of tiles above another sprite). It supports custom sprites and setting their extra bytes, everything using extra bytes. Of course, it retains the basic options from the normal boo sprite, so number of boos, speed, radius etc. SA-1 is recommended, but not necessary if you don't go too far with them
Sliding doors (moving gates with ropes)
I lifted this gimmick from DKC3, and what's funny is that at the same time I made these James released his gates+switches, which work similarly but have some differences.
Anyway, these stationary ropes will make some gates open when Mario grabs them, and then slowly close when he gets off the rope. You can associate a rope with multiple gates via the extra bytes, and customize their speed/length etc. as well. The gates use invisible blocks to handle interaction: when they close, they spawn blocks (act as 130 for solid gates, act as 12F for death gates), and when they open they remove blocks. This way it's easier to handle the interaction with Mario and it's possible to make them block sprites as well. When using them, you should place said invisible blocks under the gates, or they won't be solid at first. The ropes have also an option to hide a certain number of tiles when at rest: I made this to save OAM tiles, since when at rest the rope will be partially behind foreground blocks (well, assuming you don't want cutoff).
Included there's a vertical and a horizontal moving gate, and they're tagged as "solid" and "death" just because I used these for the hack, but you can simply change the block they use in the asm file.
Sprite Mist
This is a recreation of the vanilla ghost house mist, but drawn as a sprite. Useful if you want to use layer 3 for something else, but pay attention that it uses ~80 tiles, so you'll have to be careful on your sprite usage.
The sprite is actually a generator for a simple reason: generators run at the end of the frame, so it's possible to do OAM shenanigans with them (since no other sprite will be drawn after them, in most cases). I take advantage of this to rearrange the OAM table, to have all on-screen tiles at the very start, and then draw the mist at the very end: this avoids replacing other sprite tiles, and make the mist have lowest priority with respect to other sprites (necessary to avoid weird shenanigans when paired with other sprites and layer1/2 priority blocks).
Included a GFX file that's GFX01 but with the mist tiles, and a uberasm that will enable sprite translucency for the mist.
Custom Pipe-Dwelling Lakitu
This is basically the same as the sprite I have in the sprites section, but there's defines for all the timers so it's easier to edit their behavior.
Author Display on the OW
A UberASM that will display some text on the ow border for each level Mario is standing on, meant to be used for collabs to show the author in each level, but you can use it for whatever you want (and it doesn't have to be on the border).
Coin counter
This is a UberASM that draws a coin counter on layer 3, similarly to the vanilla status bar. It's meant to be used for situations where the status bar has been nuked, but you still need to display the counter in some levels. You can also change which counter is displayed (although it normally only draws 2 tiles, so for bigger counters you'll have to change the code yourself).Death counter message
This patch will draw the death counter on the screen when a certain message box is opened, if you want to have a "You died XXXXX times" message of some sorts. Meant to be used with the death counter patch or with my Uberasm Retry (which has a built-in death counter).
Change Retry type on the title screen
Similarly to hacks like Czar or Waterworld, this replaces the 1P/2P options with a Retry option, if you want for example to let the user decide between Retry/no Retry or Retry prompt/instant Retry. Meant to be used with my Uberasm Retry, since it has the feature of changing Retry type on the fly.
No lag when Valley of Bowser appears
This is a very specific patch that (almost completely) removes the freeze that happens after using AddmusicK, when the VoB appears song loads in (and when the normal OW song loads back in). It uses the "don't reload samples" feature in AMK, which means your OW song will need to have some vanilla samples in its sample group in order for it to work (@4, @21 and thunder, and make sure to use the ! mark for all of them). The smoothness of the result is certainly worth it!Credits stuff
A couple of codes for your credits: one will make the game autosave when loading the staff roll sequence, after setting an exit and running a silent event (so the final level counts as an exit and there will be some change on the OW after seeing them), and there's also the option of placing Mario somewhere else on the OW (for example, to bring him back to the start of the game or something like that). The other will make the game go back to the OW after the staff roll ends, instead of going to the Yoshi's House cutscene.Music
These are the ports I made for the hack, which will be submitted eventually but you can find here for now (I shared a couple of these last C3, but they were SPC only):- EEK! The Cat (SNES) - Final Rescue
- The Flintstones (SNES) - Staff Roll
- Bomberman B-Daman - B-Daman Association Area
- Mario Party DS - Contemplation
- Ghost Trick: Phantom Detective - Suspicion
- Spectrobes: Beyond the Portals - Malik
Misc. stuff
- Heartbeat.brr: the best SFX in gaming, the heartbeat from Super Mario Maker.
- LowerVolume and RestoreVolume: two sound effects which do the same thing: fade the current music's volume to a certain level (one goes down, the other goes back up), if you want some music dynamism or take inspiration for other effects you can achieve with SPC code.