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05-06-24 02:11 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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Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 12-12-06 08:03 PM Link | Quote
Hm. I don't think that would be possible with just a block, but it should be easy enough to modify the jump routines to be bypassed when a certain RAM address is set, and make a block to set said address.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6299 days
Last view: 6286 days
Posted on 12-12-06 08:11 PM Link | Quote
Originally posted by Kailieann
Hm. I don't think that would be possible with just a block, but it should be easy enough to modify the jump routines to be bypassed when a certain RAM address is set, and make a block to set said address.

How would I go about modifying said jump routines to where the said block would prevent both jumps from happening? (I'm trying not to sound like a total n00b, by the way, so sorry if my wording creeps you out a bit.)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6299 days
Last view: 6286 days
Posted on 12-17-06 05:10 PM Link | Quote
Eh, whatever. I'm here for another request...

I want a block that acts like a Yoshi coin (in the sense that it goes towards the Yoshi Coin/No Yoshi Coin blocks), but instead of increasing your Yoshi Coin counter and giving you a 1-Up when you collect 5 or more of them, it simply increases your Coin counter by 1, like a normal coin. Also, exactly how possible would it be to make the Silver Coin be a custom sprite so you can actually use it as a sprite? (I've noticed that the Silver Coin is actually the Moving Coin sprite (Sprite 21), but modified by the game to give you increasing points as you collect them, and once you get to 8000 points, you get 2-Ups for each coin you grab, and it uses a different Palette.) Plus, could one modify that sprite to be stationary, NOT give you an increasing amount of points (thus not giving you extra lives), and/or work with a custom block so you can pass that block when you grab X number of said coins (not to mention not resetting after you grab them, like a Yoshi Coin). (Yes, I'm still going for my "Grab 5 Silver Coins to continue" idea. Who cares? I've got plenty of ideas one could try in order to make my plans work! See, I know that there are blocks that let you pass if you defeat a certain number of enemies without touching the ground even once, so that means that blocks CAN be affected by sprites being removed, right?)

Also, as a little precaution for me, exactly WHAT does one need to do in order to make a custom sprite?
darkwitch

Red Cheep-cheep


 





Since: 10-16-06
From: Puerto Rico

Last post: 6286 days
Last view: 6286 days
Posted on 12-27-06 02:19 PM Link | Quote
Know ASM ^^ or read the ASM how to thread in here

But since I can't learn ASM (too busy learning other languages) I have to make a needed request (not sure if already exists or been said but):

I need a sprite thats the size of Mario (big) and acts like a solid block and the keyhole, but when the key is prompted it will disapear and depending on its (X)position it will prompt level message 1, 2 or none.

FOR: I needed it because Im kinda making my castles zelda style, with puzzles and stuff and the keys I want them to open paths in the castles not end the level.

So, anybody would like to make it?
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6294 days
Last view: 6287 days
Posted on 12-29-06 07:59 PM Link | Quote
You can use Blocktools Locked Door Key and Locked Block to use keys like what you want, just don't forget to use the Locked Door Init Block as well.

If you force your players forward, never come back, then you could use the 4 sets of keys infinately.

These work like switches, hit the corresponding Key, the Corresponding blocks change into the next block in the map (Block of air for you). Use the Locked Door Init to reset the values and relock everything.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6293 days
Last view: 6293 days
Posted on 01-02-07 12:37 PM Link | Quote
So how hard would it be to make a block that broke if you tapped X or Y while standing atop it? I'm thinking SMB2 diggable sand. This isn't something that I actually need, but could be useful in some other that hacks I've played.
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 01-02-07 01:25 PM Link | Quote
Pretty damn easy. Load the controller data address ($15), check to see if the X/Y bit is set, if not branch to end, otherwise jump to block break routine.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6293 days
Last view: 6293 days
Posted on 01-02-07 05:56 PM Link | Quote
I guess you write code in a .txt file or something then use an assembler to turn it into hex code? My only real experience in ASM is looking through spritetool's .asm files, but I guess blocks would be made in a similar fashion?

OK, assuming I figure out how to make a sand block some day, I'm curious if it would actually work if the blocks were stacked in layers like sand. I guess you'd set the block to act like a cloud... So Mario would be standing on top of one, but his body would be overlapping the block on top of that. And then his head would be positioned in the one on top of that. Would hitting the button break just the one he's standing on, or would it also break the two layers above it since he's sort of touching them? I really have no idea how block collision works.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6299 days
Last view: 6286 days
Posted on 01-02-07 06:59 PM Link | Quote
It'd probably be easy if you made a .bin file for BlockTool. Ever notice how you can change where you can trigger blocks simply by modifying the offsets? If you want a block to be triggered only by standing on top of it, set the Above Offset to whatever it's supposed to be, and everything else to -1. That means that it can't be activated unless Mario is on top of it (Other Sprites are different- THEIR activation data is switched by Sprite UD Offset and Sprite LR Offset). BlockTool makes everything sound so easy, doesn't it?
C:/DOS/RUN

Goomba


 





Since: 12-07-06

Last post: 6304 days
Last view: 6307 days
Posted on 01-20-07 03:37 AM Link | Quote
I'm not sure if these are possible (or already done), but I will request them anyways.

1) A way to stop the bonus stars from going back to 0 (and starting tha bonus game) when you get you get 100.

2) A block that prevents you from passing unless your amount of bonus stars is greater than or equal to whatever amount that is needed.

3) A block that ends the level and gives you a bonus star (only once in the entire game).

You can tell where these suggestions are going.
I'm working on Super Mario 64-like goals.
Hopefully I can pull it off well.
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 01-20-07 04:53 PM Link | Quote
2 and 3 would be fairly easy to piece together from existing blocks.
1 would require a bit of debugging, but shouldn't be that difficult.
C:/DOS/RUN

Goomba


 





Since: 12-07-06

Last post: 6304 days
Last view: 6307 days
Posted on 01-23-07 01:54 AM Link | Quote
Originally posted by Kailieann
2 and 3 would be fairly easy to piece together from existing blocks.
1 would require a bit of debugging, but shouldn't be that difficult.


Well, I know that someone had hacked the coin counter to do the same thing....

Hmmm.... would it be easier to make the regular coins use the bonus stars counter and vice versa? If so, then I have an idea. Maybe an ASM hack that, when you collect 100, a special block will allow you to get a star from it (if you don't, you can't hit the block).
Yoshi Master

Shyguy








Since: 11-18-05
From: That one place.

Last post: 6300 days
Last view: 6297 days
Posted on 01-27-07 10:57 PM Link | Quote
I have a request. An unlikely to happen challenge for someone, but I'll ask any way. What I want Is a sprite that mario can ride (like a second Yoshi) but, it uses the dolphin GFX and it's in water, of course. It would ride really fast around the waters and could jump out of the water, and I want it so it can't touch the ground, so if you want on land you'll have to jump off. And no tongue either.
Kailieann



 





Since: 11-18-05

Last post: 6286 days
Last view: 6286 days
Posted on 01-27-07 11:00 PM Link | Quote

Originally posted by Yoshi Master
I have a request. An unlikely to happen challenge for someone, but I'll ask any way. What I want Is a sprite that mario can ride (like a second Yoshi) but, it uses the dolphin GFX and it's in water, of course. It would ride really fast around the waters and could jump out of the water, and I want it so it can't touch the ground, so if you want on land you'll have to jump off. And no tongue either.

Ha ha ha, no.

This would take an insanely serious amount of coding. The kind that noone would be willing to do for someone else.
Yoshi Master

Shyguy








Since: 11-18-05
From: That one place.

Last post: 6300 days
Last view: 6297 days
Posted on 02-05-07 08:25 AM Link | Quote
Okay, now I have a realistic request. Though, it's not for a sprite, an asm hack, or a custom block, it's still a request, and because I don't see a GFX request thread, I'll put it here, because that's what I need. What I need is all of the layer 3 GFX from the Japanese SMW rom. I can't find the rom anywhere and I need it for my beta SMW hack. Just P.M. the GFX to me and I will be happy. Thanks in advance.
Trans Arctica

Micro-Goomba








Since: 02-01-07
From: Texas

Last post: 6288 days
Last view: 6288 days
Posted on 02-05-07 07:14 PM Link | Quote
I have a block request... I've been thinking of creative ways to use blocks to a player's advantage. Is it possible to create a block that, when hit from a specific side, (say, the top) a different trigger will be activated than if you wanted to hit it on any of the other 3? I guess sort-of like a guessing game or something... I have a level idea that involves these.
Ribo Zurai

Micro-Goomba


 





Since: 09-09-06

Last post: 6287 days
Last view: 6286 days
Posted on 02-11-07 07:28 PM Link | Quote
I want all sparky ball sprites from SMB2, and the ExGfx, please.
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