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ASM Projects show-off thread

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That actually sounds quite ambitious. If he can pull that off then that will be awesome
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
Originally posted by Roberto zampari
Good work,Discoman,but you need more changes in your Bowyer Boss:
1)Need identify the buttons
2)Why Don't change the 32x32 sprite to 32x48 sprite
3)Anyway,bowyer don't walk,for now
4)Bowyer use eletric attacks like Static E,Lightning Orb and Bolt


About the buttons, it'll be a bit difficult but when the Arrow hits the block, obviously it'll lock one button, so you can ExAnimate it according to the values that the boss uses, because the control block values are completely random, so he can lock any button, just load the LOCK flag instead of the random value flag.

Second, this is my first sprite, I'm not too good at spriting yet but I'll see about that.

Third, you can edit X and Y speed values in the file, it's commented so you can easily edit that.

Fourth, well, I'll see if I can update the sprite, not now, obviously, I'll wait for a while before work on this sprite again, I've other projects in mind.
I can send you the routine for a 48X48 sprite if you want. Let me know through PM. A 32X48 or 48X32 is relatively simple because you can use the routine for 48X48 and use blank tiles. 48X48, 32X64 and 64X32 are all simple and I can send you the routines for them if you want. remember you have to look at it factors such as XDISP and YDISP and your routine as a whole. when you have routines for larger sprites you have to take into consideration patches as no sprite tile limit, etc.
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
I made an awesome ASM. It makes the game super cool with 3D and stuff. No, I'm not going to show you because only awesome people get to see it. People like me. Here's a clue though: It contains opcodes.
Originally posted by System
I made an awesome ASM. It makes the game super cool with 3D and stuff. No, I'm not going to show you because only awesome people get to see it. People like me. Here's a clue though: It contains opcodes.

SMWC server was attacked by virus? (Idea from Live-A-Live)
Originally posted by System
I made an awesome ASM. It makes the game super cool with 3D and stuff. No, I'm not going to show you because only awesome people get to see it. People like me. Here's a clue though: It contains opcodes.

Hey you, with the low self-esteem!
You're a bad person, I mean it!

I'm yelling at you!
Up your nose with a rubber hose!

(This has been your daily dose of lines from games you've probably never played but are great. Oh, and sorry for being off-topic).
This thingy

What it pretty much is, is a combination of 4 blocks (since unlike normal 32x32 blocks, this had to be activated on the top corners too by sprites/cape). It acts pretty much exactly as the original giant brick block did with the exception of a bounce block when you're small.

I made SUBL_SET_MAP16, aka the JSL that people use to spawn their own tiles into a single place in the ROM that I can JSL to whenever, to save space and such. In addition to that, I also edited the original brick piece (replacing the unused Yoshi smoke as it served no use) to be a 16x16 brick piece, allowing both 8x8 and 16x16 sized versions. I also made a JSL like the existing shatter routine to generate these brick pieces. Overall, it was a test to see how difficult it would be to make decent 32x32 bricks.



Now make it bounce properly.


'Least I think they bounced in SMB3 when hit by small mario...
They did, I guess. I just have no idea how I would arrange to have 32x32 bounce blocks without either editing which OAM slots bounce blocks normally use (maybe rearranging them to use every 4th slot instead of 4 consecutive ones so I can have 4 32x32 ones?) or making them another type of sprite.



Do you need four big bounce blocks at all? Cape and shell just breaks them, and you're not going to hit your head on two of those in ten frames, or however long they stay.
<blm> zsnes users are the flatearthers of emulation
I doubt it, but shells may activate more than 1 within that period.



Shells break them, and that doesn't create any 32x32 items.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Teo17
-SMW Pipes that take the Player to the Overworld-

I tried to make blocks, which are exit-enabled pipes. But they take the player to the OW! I'm not sure if anyone made them before, but people often request these blocks in the requests section, (there's a request about them even now) so I decided to make them.

I'm still surprised they are working, I tried to make them many times, but I failed. With this, you can exit the level by entering the pipe. The current version is pretty limited and may have some bugs. It just triggers side exit, but I know the code for the regular level exit and I could make the pipes activate a normal exit if someone wants.

->Demonstration Video<-

I succesfully compiled them into just two blocks. One is the left part of the pipe, and the second is the right part of the pipe. Special thanks to Fakescaper for the Pipe Kit blocks. I used them to make this thing.

Limitations:

-It's better to place the pipe between walls. I think interacting with them from side isn't safe now.
-I didn't know how to obscure the player when he is in these blocks, so I had to enable the layer priority for these pipes to obscure Mario.

Guaranteed:

-The animation of Mario entering a pipe. I stored a proper value to $72, and stored $72 to $13E0.
-Exact 32 frames of waiting while entering the pipe. (the "Mario enters a pipe" sequence takes 32 decimal frames)
-Yep, you can enter the pipe only in the middle of these 2 blocks, like in original SMW pipes. You can't e.g. enter the edge of the pipe. (I used $92 and $93 for this, from what I remember)

Before I can do anything with them, I must fix some things, mainly the limitations.


I made this two years ago http://youtu.be/nKZkYgNy3zA
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Check out my newest boss. You've seen the Giant Green Koopa, Giant Blue Koopa, Giant Red Koopa so prepare to meet the Giant Masked Koopa.

This is the Giant Masked Koopa boss that I worked on the past day or so. It is similar to the now generic Koopa bosses coded by Sonikku, MetalJo and others where it walks around, jumps and smashes the ground. If Mario is on the ground he is stunned. If Mario hits the Giant Masked Koopa he retreats into the mask and spin attacks until Mario lures him to a wall where he uses one of three attacks at random. If he turns red, prepare for an onslaught of fireballs. If he turns yellow prepare for an onslaught of rocks from the ceiling and finally if he stays green he'll move across the screen but won't follow you and after a few seconds will spawn 2 green koopas with no shell.

Link
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
Very cool looking boss you made there dahnamics!
If you could maybe do variations, like giant blue masked koopa, which could be harder. Then again this one looks like a good challenge!
Well this one is intended to have all the colors built into it. I'm sure you noticed that it turns red when it spawns fireballs and yellow when it spawns rocks. I plan to get it to turn blue and either fly or jump high and land on Mario. Flying would be difficult because a Giant Paratroopa is 64X64
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
Seems a bit odd to me that he smashes the ground when he jumps and not when he lands.
Would actually look kind of cool if it would smash it both when it jumps and when it lands, because, well, you have to apply some kind of force to the ground when you jump, especially when you're that big, so it would make sense that way.

However I think you should give the player a little more time before the fireball is shot, since right now it gets shot right when it turns red, which doesn't give any time to react at all.
Your layout has been removed.
Good point. I should lengthen that sprite state but give the player a couple frames before he starts spawning the fireballs. That state and the rock spawning state are almost identical believe it or not, just different projectiles
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
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