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05-06-24 10:50 PM
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Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests New poll | |
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Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6289 days
Last view: 6286 days
Skype
Posted on 11-22-05 01:10 PM Link | Quote
Instead of having multiple threads, please post your ASM hacks / custom blocks / custom sprites requests here.

Don't reqest the same thing again if nobody makes it for you.
Don't post it in a separate thread if nobody makes it for you.
Don't complain if nobody makes it for you. (Even if you really need it)
Learn how to do it yourself if nobody makes it for you.


(edited by Smallhacker on 11-22-05 12:11 PM)
(edited by Smallhacker on 11-22-05 12:11 PM)
(edited by Smallhacker on 11-22-05 12:12 PM)
(edited by Smallhacker on 08-05-06 05:32 PM)
blackhole89
Moronic Thread Bodycount: 17
(since 2006-08-21 09:50 EST)
F5 F5 F5 F5 F5


 





Since: 12-31-69
From: Dresden/SN/DE

Last post: 6289 days
Last view: 6286 days
Skype
Posted on 11-22-05 01:15 PM Link | Quote
Hmm. I would rather plead for this going into basic SMW hacking... but oh well.
golden goomba

Red Goomba


 





Since: 11-18-05

Last post: 6636 days
Last view: 6636 days
Posted on 11-22-05 01:19 PM Link | Quote
Requrest: i need a block how adds a power star in the item box


(edited by golden goomba on 11-22-05 12:21 PM)
spel werdz rite









Since: 11-19-05

Last post: 6288 days
Last view: 6286 days
Posted on 11-22-05 01:29 PM Link | Quote
Originally posted by golden goomba
Requrest: i need a block how adds a power star in the item box

Block 340 in BlockTool.

Smallhacker, you might want to mention that people should check the Blocktool blocks before making a request.

Request: A block that is only slippery when you're touching it.



(edited by spel werdz rite on 11-22-05 12:31 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6286 days
Posted on 11-22-05 04:52 PM Link | Quote
Originally posted by spel werdz rite
Request: A block that is only slippery when you're touching it.


You will need two block for this, one that enable the slippery level flag(by writing a non-zero value to 7E0086)and one to disable it (by writing zero to 7E0086)


(edited by Bio on 11-22-05 03:57 PM)
spel werdz rite









Since: 11-19-05

Last post: 6288 days
Last view: 6286 days
Posted on 11-22-05 05:42 PM Link | Quote
Originally posted by Bio
Originally posted by spel werdz rite
Request: A block that is only slippery when you're touching it.


You will need two block for this, one that enable the slippery level flag(by writing a non-zero value to 7E0086)and one to disable it (by writing zero to 7E0086)


Like the ones in Blocktool?

If so, I think I will use the slippery level block and surround it with the disable slippery level blocks, that way it's only slippery on that block, I'll try it out.
Lemon de man

150








Since: 11-17-05
From: Castle Koopa

Last post: 6384 days
Last view: 6288 days
Posted on 11-22-05 06:27 PM Link | Quote
I've been requesting Rain\Snow that used in Super mario Bros. the Lost Levels Deluxe
Cirvania

Cyball
I guess this is as close as Xkeeper will get to spell it right. :<


 





Since: 11-17-05
From: The Island of Puerto Rico.

Last post: 6289 days
Last view: 6287 days
Posted on 11-22-05 10:12 PM Link | Quote

I want a Metroid timer with LevelASM.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6287 days
Last view: 6286 days
Posted on 11-23-05 06:48 AM Link | Quote
Originally posted by Bio
Originally posted by spel werdz rite
Request: A block that is only slippery when you're touching it.


You will need two block for this, one that enable the slippery level flag(by writing a non-zero value to 7E0086)and one to disable it (by writing zero to 7E0086)

Actually, the best way would be to use a very simple LevelASM and custom block combo. The block would simply write a value to a RAM address when Mario stands on it, and the LevelASM code would constantly check that address and either set or clear the slippery flag accordingly. Something like this:

BLOCK
LDA #$01
STA $addr ; set "slippery block" flag
RTS

LEVELASM
LDA $addr ; load "slippery block" flag
BEQ end ; if zero (not standing on slippery block), skip routine
STA $86 ; set the real "slippery level" flag
STZ $addr ; clear the "slippery block" flag, in case Mario is no longer standing on one
: end
RTL

Unfortunately, custom block code is not run if Mario is standing on the edge of a block (the default block behavior takes over in this case). I don't know if this would be a problem when running across a platform made of multiple slippery blocks...
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6287 days
Last view: 6287 days
Posted on 11-23-05 04:13 PM Link | Quote
Yes, except it should reset the slippery flag when you're not standing on one. Just take out that BEQ.
spel werdz rite









Since: 11-19-05

Last post: 6288 days
Last view: 6286 days
Posted on 11-23-05 04:45 PM Link | Quote
Request: A block that hurts Mario regardless of Star Power.
Blocktool has a block that hurts Mario if he doesn't have a Star, and I made a block that hurts Mario only if he has a Star, but I can't combine them.

Question: Why do reloc offsets in Blocktool use hex while everything else uses decimal?
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 11-23-05 08:25 PM Link | Quote
Why does blocktool use decimal at all? What possible purpose could that serve?
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6287 days
Last view: 6286 days
Posted on 11-23-05 09:04 PM Link | Quote
Originally posted by HyperHacker
Yes, except it should reset the slippery flag when you're not standing on one. Just take out that BEQ.

...d'oh!

Note to self: do NOT write ASM code when lacking sleep.

Originally posted by Kailieann
Why does blocktool use decimal at all? What possible purpose could that serve?
Probably just a limitation of the language jonwil used (Delphi!@#$%). Or, more likely, a limitation of jonwil himself...
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6400 days
Last view: 6400 days
Posted on 11-24-05 09:32 AM Link | Quote
what a about modifying what sprite comes out of the Bullet Bill shooter with LevelASM? would it be possible? (jea i know everything is possible...but wloud it be hard?)
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 11-24-05 09:51 AM Link | Quote
You could try using the sprite-creation routine
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6400 days
Last view: 6400 days
Posted on 11-24-05 10:10 AM Link | Quote
i'm afraid i don't have enough asmknowlegde to understand it, sorry
spel werdz rite









Since: 11-19-05

Last post: 6288 days
Last view: 6286 days
Posted on 11-26-05 03:13 AM Link | Quote
Does anyone know how the Changing Block in Blocktool works on a technical level?
I want a block that changes to the next map16 after you pass the Special World.
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 11-26-05 09:38 AM Link | Quote
That won't work.
Block code only executes when a sprite touches it.

You can have a block that changes when Mario hits it after passing special world, but blocks won't just magically change once a condition is met.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6287 days
Last view: 6286 days
Posted on 11-26-05 01:53 PM Link | Quote
actualy kalieann,you CAN do this with custom block,but you will need LevelASM and the on/off flag

LevelASM

LDA $special world flag
STA $On/off flag
RTL

custom block

LDA $On/off flag
CMP #$00
BEQ #$08
LDY #$00
LDA #$25
STA $1693
RTS
LDY #$01
LDA #$30
STA $1693
RTS

now just made a ON/OFF animation for the block in LM,I know this way is un-professionnal,but that the easiest way to do it


(edited by Bio on 11-26-05 12:53 PM)
(edited by Bio on 11-26-05 12:54 PM)
(edited by Bio on 11-26-05 04:38 PM)
spel werdz rite









Since: 11-19-05

Last post: 6288 days
Last view: 6286 days
Posted on 11-26-05 01:56 PM Link | Quote
Originally posted by Kailieann
That won't work.
Block code only executes when a sprite touches it.

You can have a block that changes when Mario hits it after passing special world, but blocks won't just magically change once a condition is met.
Well do you at least know how it works? I have every block pretty much figured out in Blocktool except those with reloc offsets.
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