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05-26-24 04:07 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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Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6314 days
Last view: 6307 days
Posted on 04-18-06 06:04 PM Link | Quote
Originally posted by Glyph Phoenix
I request a request.

For SMW, I made Trust Fund. It stops Mario from getting bonus stars if he hasn't collected 5 dragon coins in a level. It was pretty cool. But that's not enough.

I'd like to make some more fairily cool yet somewhat simple Super Mario World hacks. I especially enjoy status bar hackery. I don't want to do anything that would require existing patches or blocktool, just a good old hex editor and free time in excess.

I just can't think of anything cool to do. Anyone care to help me out here?


Ok, here is something...

Change the Status Bar to display a new Counter called... Zenny Counter. 3/4 digits.

Then make a block that would put a powerup into your Item Box and take away from the Zenny Counter if there is enough Zenny.

Finally, make a block that acts like a Coin, but instead puts 1/5/10 in the Zenny Counter.

This would be soo awesome..


(edited by Stephan Reiken on 04-18-06 05:05 PM)
Glyphodon



 





Since: 11-18-05

Last post: 6347 days
Last view: 6328 days
Posted on 04-19-06 12:28 AM Link | Quote
That zenny counter is quite doable. But getting SMW to save your money would be tough, you probably don't want to buy an item that you can get elsewhere, and as Fu has shown us sprites in our item boxes that aren't powerups tend to get stuck at the top of the screen and that's bad.

If there was a way to put in a system like that and use it to fight the unbalance of the game instead of feed it, I'd totally do that. Any ideas?

Originally posted by Raccoon Sam
Originally posted by Glyph Phoenix
If it exploded from below like a Bob-omb, it'd kill you instantly.


Wait, what? Does the Bob-Omb Explosion kill you even if you're big?


No, but a block that exists only to kill or damage you when you hit it from below doesn't sound very good either.


(edited by Glyph Phoenix on 04-18-06 11:30 PM)
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6306 days
Last view: 6306 days
Posted on 04-19-06 12:32 AM Link | Quote
The obvious solution would be to have things that, while not powerups, are still pretty useful.

Like a rifle.
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6314 days
Last view: 6307 days
Posted on 04-20-06 10:33 PM Link | Quote
Originally posted by Glyph Phoenix
That zenny counter is quite doable. But getting SMW to save your money would be tough, you probably don't want to buy an item that you can get elsewhere, and as Fu has shown us sprites in our item boxes that aren't powerups tend to get stuck at the top of the screen and that's bad.

If there was a way to put in a system like that and use it to fight the unbalance of the game instead of feed it, I'd totally do that. Any ideas?



Well, I was thinking along the lines of not allowing powerups to go into the item box normally, disabling the falldown, ((Both of which I have done)) and having some of the blocks throw in things like, say Koopa Troopas or Goombas. Much more expensive than others, but they can allow you to get into secret areas...

Even if you leave the normal power-ups as is, you could still throw in rare items in hard-to find shops like a P-ballon or something. Changing tilemaps to force any sprite you want into a normal sprite ((I've done it with spiny )) and you have something that can be required to find secrets or even required to continue on with the game. ((Or just make the game easier to continue on)).

Hmm... can't stop the sprites in the item box not getting stuck in the top of the screen... either ignore that fact or somehow change to offset of the sprite unleashed based on what is up there. Basically, only allow normal powerups to spawn up there while forcing others to be produced much closer to mario. Wouldn't stop the problem, but would allow a little more flexability in level making...

Well, I'm starting to ramble on with the possibilities. Any other opinions?

--I was just going to use it as described on top, the only way to have secondary life savers.--


(edited by Stephan Reiken on 04-20-06 09:33 PM)
Glyphodon



 





Since: 11-18-05

Last post: 6347 days
Last view: 6328 days
Posted on 04-20-06 11:31 PM Link | Quote
I really can't ignore the glitches present in abusing the item box like that. I'd like to completely rewrite the powerup system instead and see where I can go from there.

The two big issues I have with SMW's powerups are that you can run back to any level you like and stockpile as many powerups as you like, and once you do your abilities rise by an unbalanced amount. Heck, even without powerups you can spin jump, and that alone is ridiculous, allowing you to bounce off of things like fire and spikes that obviously should be deadly.

I don't know how I'd go about solving that, though.
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6314 days
Last view: 6307 days
Posted on 04-21-06 11:23 PM Link | Quote
Originally posted by Glyph Phoenix

The two big issues I have with SMW's powerups are that you can run back to any level you like and stockpile as many powerups as you like, and once you do your abilities rise by an unbalanced amount. Heck, even without powerups you can spin jump, and that alone is ridiculous, allowing you to bounce off of things like fire and spikes that obviously should be deadly.


That's why I want to change it so that you can only get them from special places... and cost a ton of zenny. Zenny would be common, but it might take, say 3 levels to gather the Zenny nessacary to acquire a backup powerup. Just thoughts...

If you do go about solving that... perhaps change the powerup system to allow only powerup number 4 to have Spin Jump... making a 4th powerup with such a simple ability that would be pretty good actually.

Or just make Fire Mario the only one that can Spin Jump.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6306 days
Last view: 6306 days
Posted on 04-22-06 12:44 AM Link | Quote
That puts less emphasis on the cape, sure, but fire mario is still very easy and too powerful. You can kill enemies from way further away with fire anyway, and it's not so hard to get no matter what you do... It really solves nothing =/
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6314 days
Last view: 6307 days
Posted on 04-22-06 07:30 PM Link | Quote
Hmm... hey here is a fun idea.

Make a Time Limit for all powerups beyond Mushroom. Just like the Star, you can only have them for so long. Then you revert to Big Mario. Big Mario would be the only form that you can use Spin Jump as well.

Could make a very interesting Gameplay. The ItemBox could be your only means of winning a level.

Course, this would take quite a bit of ASM i'd assume.


(edited by Stephan Reiken on 04-22-06 06:31 PM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6307 days
Last view: 6306 days
Posted on 04-25-06 03:01 PM Link | Quote
Perhaps a block which contains a random powerup?
It'd shuffle the Mushroom-Star-Flower inside the block, but when you'd hit the box from below, the powerup would come out and stay as it would.
Spikehead777

Red Goomba


 





Since: 04-24-06
From: Belen, try and find me.

Last post: 6565 days
Last view: 6565 days
Posted on 04-27-06 03:00 AM Link | Quote
The shuffle block isn't a bad idea. You might be able to adjust the Gfx so it's an animated ExGfx file or something, and do something similar to the "passable on X frames" block

You know how there is the Yoshi/1-up blocks? Well, would it hurt if I could get someone to make these blocks?

Blocks (What I need)

1. "Spawn Blue Yoshi/1-up" block
2. "Spawn Yellow Yoshi/1-up" block
3. "Spawn Red Yoshi/1-up" block
4*. "Mario-only" block
5*. "Luigi-only" block
6**. "Mario tilemap changer" block
7**. "Luigi tilemap changer" block

* These blocks exist, but when struck from below, caused me to die for no apparent reason.
** I don't know how reasonable these two blocks would be, but these would change the tilemap the current player uses from Mario to X and/or Luigi to Y.

ASM hack/Block ideas (I don't need yet, but still cool)

1. Have the goal post at the end give coins instead of bonus stars.
2. "Buy more time with coins! X - Y ratio" block
3. "Bonus stars" block
4. Yoshi never swallows anything (not even through pipes, maybe)
5. "Fake" block
6. Fix status bar (move anything, hide/show anything...)
7. "Empty ?/!" block

Those are some ideas for now. I'll see what I can think of later.

I also would like to know if we can request custom sprites here?
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6321 days
Last view: 6307 days
Posted on 04-29-06 12:01 PM Link | Quote
I'll probably get slapped for something as easy as this, but...
I'd like a custom block that would act like BOTH a cloud tile (you can jump up through it and walk on top of it) and a vine (so you can climb it).
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6307 days
Last view: 6306 days
Posted on 04-30-06 05:50 AM Link | Quote
Originally posted by Techokami
I'll probably get slapped for something as easy as this, but...
I'd like a custom block that would act like BOTH a cloud tile (you can jump up through it and walk on top of it) and a vine (so you can climb it).
Hah! Thanks for reminding me...

[edit]
vinetop.bin

In Blocktool, use the following offsets:

Below: 0
Above: 0
Sides: 0
Spr UD: 15
Spr LR: 15
Cape: -1
Fireball: 15

In LM, set the tile to act like 0x6 (vine). Make sure you have at least two vine tiles above this block, otherwise you'll just fall through if you press Down (a game limitation I can't work around).


(edited by BMF54123 on 04-30-06 06:15 AM)
(edited by BMF54123 on 04-30-06 06:26 AM)
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6321 days
Last view: 6307 days
Posted on 04-30-06 11:02 AM Link | Quote
BMF, that works perfectly! Thank you so much! =D
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6550 days
Last view: 6344 days
Posted on 05-01-06 03:14 PM Link | Quote
I need fixed versions of the Raccoon patch that allows to extract/insert GFX. With Posion Mushrooms and Hammer Bros. and the Boss rooms fixed.

SSM's hack is at stake. His hack can't be good without it.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 05-05-06 03:15 PM Link | Quote
Okay, I just have run successful tests with the On/Off Left/Right and On/Off Right/Left blocks I got from davros, so now, before I forget, could I make a request for On/Off Up/Down and On/Off Down/Up blocks please (so that they'll work in the same way as the previous two blocks, but vertically)?

Having the horizontal reverseable water currents in my hack is really bound to come in handy, but then again, having vertical versions would be nice, too.

Anyway, thanks in advance.


(edited by Knight of Time on 05-05-06 02:16 PM)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6306 days
Last view: 6306 days
Posted on 05-05-06 06:29 PM Link | Quote
----On/Off Down/Up Block----

AD AF 14 C9 00 F0 05 C9 01 F0 1C 60 AF 08 BD 7E D0 0E 08 C2 20 E6 96 28 A9 01 8F 08 BD 7E 80 06 A9 00 8F 08 BD 7E 60 AF 08 BD 7E D0 0E 08 C2 20 C6 96 28 A9 01 8F 08 BD 7E 80 06 A9 00 8F 08 BD 7E 60

Off = Moves you up
On = Moves you down

----On/Off Up/Down Block----

AD AF 14 C9 01 F0 05 C9 00 F0 1C 60 AF 08 BD 7E D0 0E 08 C2 20 E6 96 28 A9 01 8F 08 BD 7E 80 06 A9 00 8F 08 BD 7E 60 AF 08 BD 7E D0 0E 08 C2 20 C6 96 28 A9 01 8F 08 BD 7E 80 06 A9 00 8F 08 BD 7E 60

Off = Moves you down
On = Moves you up

Below Offset: 0
Above Offset: 0
Sides Offset: 0
All other offsets: -1

Set the Gameplay properties of the 16x16 tile to whatever you want: 2, 25, 130, etc.


(edited by Davros on 05-05-06 05:31 PM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6307 days
Last view: 6306 days
Posted on 05-06-06 05:14 AM Link | Quote
<nitpick>

You can simplify your code a bit by eliminating the CMP and RTS operations at the beginning. Since the On/Off flag can only be 0 or 1, you can just use BNE/BEQ, like so:

(On/Off Down/Up)

AD 14 AF D0 1B AF 08 BD 7E ...

(On/Off Up/Down)

AD 14 AF F0 1B AF 08 BD 7E ...

Also, in this case, you don't need to use BRA xx...a simple RTS is faster, and a whole byte shorter. 08 C2 20 xx xx 28 can also be replaced with C2 20 xx xx E2 20, if only to save a few CPU cycles (always a plus if your hack has a lot of custom blocks).

</nitpick>
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6306 days
Last view: 6306 days
Posted on 05-06-06 05:10 PM Link | Quote
Thanks BMF!

This is an even better code than the one I have used. Of course, the code for the movement blocks came from Jonathan Wilson, so I had no idea it could be fixed.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 05-06-06 08:12 PM Link | Quote
Originally posted by BMF54123
<nitpick>

You can simplify your code a bit by eliminating the CMP and RTS operations at the beginning. Since the On/Off flag can only be 0 or 1, you can just use BNE/BEQ, like so:

(On/Off Down/Up)

AD 14 AF D0 1B AF 08 BD 7E ...

(On/Off Up/Down)

AD 14 AF F0 1B AF 08 BD 7E ...

Also, in this case, you don't need to use BRA xx...a simple RTS is faster, and a whole byte shorter. 08 C2 20 xx xx 28 can also be replaced with C2 20 xx xx E2 20, if only to save a few CPU cycles (always a plus if your hack has a lot of custom blocks).

</nitpick>



Wait, BMF, I need to ask you something real important here.

If I used the ASM code you just gave me above in place of the code I got from davros, and I used it successfully to change the On/Off Up/Down and On/Off Down/Up blocks, would they be at the medium speed instead of the slow speed? If not, can one of you make medium speed versions of the two blocks above please?

Reason is, I tested the On/Off Up/Down and On/Off Down/Up blocks just now, and the player can pass through them in the opposite direction, which is something I don't want happening in my hack with these two blocks inserted, basically.

Again, thanks in advance.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6306 days
Last view: 6306 days
Posted on 05-07-06 12:00 AM Link | Quote
I have made twelve On/Off Movement Blocks that use BMF's code and also use the slow, medium and fast speed.

They have been submitted to SMW Central, I will put the link in here once they are no longer waiting to be moderated.

EDIT 1: Okay, the On/Off Movement Blocks are now ready to be downloaded.
EDIT 2: Updated link.

Click here


(edited by Davros on 05-07-06 03:14 PM)
(edited by Davros on 05-16-06 04:10 AM)
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