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NEW ASM/Sprite/block request thread

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Nice work on the big boo boss. I know a few people who've been waiting for someone to get around to doing it.
Great job Drake!

/me goes to mess around with it's coding.
Originally posted by Drake

Also, here's a minor fix to the Lakitu Boss and the red Spiny Egg:

Lakitu with Spiny Eggs and Spinys 1.1</font>


I have a question. With the Latiku boss, do you know if theres a way to change it so if Mario jumps on it, he takes damage. In my hack, in order to stop someone from jumping on him, I had to set invisible blocks above the Lakitu Boss, and that feels tacky to me, so I was wondering if anybody knew how to change that.
Unexpected end tag (</font>) at 274, expected </a>
Originally posted by Schwa
Well, I gave both sprites a try and they both don't work... Sorry you two. I tried though.


Well, you gave it a fair shot. Thanks anyway!
Can someone make the huge chain chomp from YI that eats away the stage and the other huge chomp from YI that catapults on and through the ground on a level?
Can anybody make a Baseball Boy?
  
  
 



Rather simple block request. A block that gives you a yoshi coin, then changes into the next block in the map16.


 
 
       

Fluffy video games by me and Raibys!
 
 
   
 
 
Originally posted by B.B.Link
I have a question. With the Latiku boss, do you know if theres a way to change it so if Mario jumps on it, he takes damage. In my hack, in order to stop someone from jumping on him, I had to set invisible blocks above the Lakitu Boss, and that feels tacky to me, so I was wondering if anybody knew how to change that.


Find this part of the code:

LDA $7D ; \ if Mario's y speed < 10 ...
CMP #$10 ; } ... sprite will hurt Mario
BMI SPRITE_WINS ; /

Change SPRITE_WINS to NO_CONTACT

Remove these parts of the code:

MARIO_WINS

JSR SUB_STOMP_PTS ; give Mario points
JSL $01AA33 ; set Mario speed
JSL $01AB99 ; display contact graphic
LDA #$28 ; \ sound effect
STA $1DFC ; /
LDA #$01 ; \ Set stunned state
STA $C2,x ; /
LDA #$20 ; \ Set stunned timer
STA $1564,x ; /
INC $1534,x ; increment sprite hit counter
LDA $1534,x ; \ if sprite hit counter == 3
CMP #HIT_POINTS ; |
BNE SMUSH_SPRITE ; /

LDA #$04 ; \ write frame to show
STA $1602,x ; /
LDA #$02 ; \ set sprite status
STA $14C8,x ; /
STZ $B6,x ; no x speed
LDA #$10 ; \ set y speed
STA $AA,x ; /
RTS ; return

SMUSH_SPRITE

LDA #$0C ; \ time to show semi-squashed sprite = $0C
STA $1FE2,x ; /
LDA $157C,x ; \ change direction
EOR #$01 ; |
STA $157C,x ; /
RTS ; return

Jumping on the Lakitu Boss will now hurt you and spin jumping will bounce you off unless you have the "Don't use default interaction with Mario" unchecked.
Can I have a 16x16 sprite with 2 frames that fly's like red virticle(Spelling plz) and horizontal koopa and dies when stomped on?
Your layout has been removed.
Originally posted by Drake
Ok, some of you wanted a Big Boo Boss disassembly and here it is:

Big Boo Boss

*cries from joy* Thank you so much, very well done. Now I could Finally Make BBB a challenge (and rip him apart to find useful coding)

Now, Can someone make a block that when Mario touches it, he loses a coin?

Edit: Davros, you really blew your cover on the read-me :P
I wonder what a HFD opcode would do in ASM...
Thanks for the code Drake, it worked perfectly.
Well for something relatively simple, could someone create a sprite that acts like a spiny when its in the air (can't be jumped on/grabbed/anything) but acts like a carryable shyguy when it's on the ground? Preferably it would have one tile in the air and then use the something else for on the ground. Also, could this use the 3 16x16 tiles on the right side of the bottom row in SP4? I'm hoping to use this as the sprite spat by a wild ptooie plant(nondynamic).

Also, for using tweaker, can you save an edited sprite over another sprite (preferably an unused one?) I was hoping to make an alternative "spike top" enemy that was stompable but didn't overwrite the original.
Sorry if this sounds ludicrous, blasphemous or anything of the sort, but i'd like to request a block, that when the ON/OFF switch is set at OFF, the block is solid. but when the ON/OFF switch is set at ON, the block acts like the sensitive block. Thanx in advance
Originally posted by Alexander
Sorry if this sounds ludicrous, blasphemous or anything of the sort, but i'd like to request a block, that when the ON/OFF switch is set at OFF, the block is solid. but when the ON/OFF switch is set at ON, the block acts like the sensitive block. Thanx in advance

You might be able to do this by having the ON/OFF pass block and the sensitive block both in your game, but in the field that says "Make this block act like:" put the number for the sensitive block.

Logically, it would work, however I have not done this and thus I offer no guarantees whatsoever.

EDIT: Now that I think about it, I kinda want this type of thing in my game.

*goes to try it out*

Re-EDIT: Nope, combo sprites don't work.
I Haves a idea:

would it be possible in any way, shape, or form, to make a pokemon battle type ASM hack? I'm willing to learn enough ASM to do it myself, but i want to know if it's even possible, or if anyone wants to help...
<TLMB> I use YY-CHR to edit DNA
Originally posted by carsr4carpeople1
I Haves a idea:

would it be possible in any way, shape, or form, to make a pokemon battle type ASM hack? I'm willing to learn enough ASM to do it myself, but i want to know if it's even possible, or if anyone wants to help...

You'd be better off hacking Pokemon. >.>
Right now, I am looking for a block that, when hit, spawns moving coins.

An example would be like in Demo World:TLC, in the opening, where they put the key in the blocks, mushrooms fly out, ect.



I have a request...

Could someone possibly get a disassembly of the Ninji sprite? If I get it, I can modify it and make it into a Grey Snifit from SMB2. I just need the disassembly first, 'cause I'm not quite sure how to locate it myself...

Give it a shot sometime if it's not too difficult. Thanks. :)
It's me!!

High on life is the best high.
Originally posted by Schwa
I have a request...

Could someone possibly get a disassembly of the Ninji sprite? If I get it, I can modify it and make it into a Grey Snifit from SMB2. I just need the disassembly first, 'cause I'm not quite sure how to locate it myself...

Give it a shot sometime if it's not too difficult. Thanks. :)


What exactly is a disassembly? I think I might have something like that.
You know... Taking the code for a sprite right out of the Rom as an .ASM file so it can be edited.

If a Big Boo Boss disassembly can be done, the Ninji should be a cakewalk. But not for me... :(
It's me!!

High on life is the best high.
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