(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-17-24 12:32 AM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests New poll | |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21Add to favorites | Next newer thread | Next older thread
User Post
Yoshi Master

Shyguy








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

Last post: 6310 days
Last view: 6307 days
Posted on 07-25-06 02:11 PM Link | Quote
Originally posted by Raccoon Sam
Originally posted by Yoshi Master
I need a single tile that acts like a Yoshi Coin. I'd appreciate any help.





MAP16?

Yes, one single MAP 16 tile that acts as a yoshi coin. I tried usung halves of the origonal yoshi coin but it screws up.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6297 days
Last view: 6297 days
Posted on 07-27-06 06:24 AM Link | Quote
It worked for me..
Just make one tile and make it act like tile (Yoshi Coin).
Glyphodon



 





Since: 11-18-05

Last post: 6338 days
Last view: 6318 days
Posted on 07-27-06 06:43 PM Link | Quote
I think it would be really very awesome if you didn't have to hold 'B' to run. I don't know about you guys, but I pretty much just hold B all the time. It's inconvinient, and I don't like tossing fireballs when I just want to run.

I looked and looked around x588B, and I still couldn't find how to do it.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6298 days
Last view: 6297 days
Posted on 07-28-06 10:12 PM Link | Quote
Originally posted by Glyph Phoenix
I think it would be really very awesome if you didn't have to hold 'B' to run. I don't know about you guys, but I pretty much just hold B all the time. It's inconvinient, and I don't like tossing fireballs when I just want to run.


Two things. It's the Y or X button (B is jump), and running all the time can be annoying at times, especially when you need to be precise (it's usually when it comes to jumping in tight spots where you need to not hold Y or X).
Glyphodon



 





Since: 11-18-05

Last post: 6338 days
Last view: 6318 days
Posted on 07-28-06 11:35 PM Link | Quote
I can never remember which buttons are which on an SNES emulator. I slipped up and wrote "B" because that's what it was back on the NES Mario games.

As for the tight spaces thing, I don't even let go of the button then. Even if that is important to you, surely you can agree that there are a lot more jumps when one would prefer the extra height and length of the running jump than the precision of the walking jump.


(edited by Glyph Phoenix on 07-28-06 10:36 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6304 days
Last view: 6298 days
Posted on 07-29-06 08:19 PM Link | Quote
Hi, I'd like to make another (hopefully) simple request for a couple of custom blocks please.

Anyone remember the hidden pipes in Yoshi's Island that could only be entered if Yoshi found a red switch, jumped on it and found an arrow pointing towards the ground, indicating a hidden pipe?

Well, I'd prefer to have this sort of concept in my hack, however, I'd prefer to have a couple of vertical (horizontal is optional, but it would be nice as well) pipe end tiles that can only be entered if a silver P-Switch is active, please.

Thanks in advance.


(edited by Knight of Time on 07-29-06 07:19 PM)
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6298 days
Last view: 6297 days
Posted on 07-29-06 08:39 PM Link | Quote
Originally posted by Knight of Time
Anyone remember the hidden pipes in Yoshi's Island that could only be entered if Yoshi found a red switch, jumped on it and found an arrow pointing towards the ground, indicating a hidden pipe?

Well, I'd prefer to have this sort of concept in my hack, however, I'd prefer to have a couple of vertical (horizontal is optional, but it would be nice as well) pipe end tiles that can only be entered if a silver P-Switch is active, please.

Thanks in advance.


That's already doable. Use the Silver POW Only Block in Blocktool on Map16 Tiles that are set to act like the entrances of enterable pipe tiles. Use 137 and 138 for a vertical one, and 13F for a horozontal one. You'll only be able to enter them if the Silver POW is activated. Use POW animation in Lunar Magic for the red arrow.


(edited by asdf on 07-29-06 07:40 PM)
(edited by asdf on 07-29-06 07:43 PM)
Trip Dering
Newcomer


 





Since: 07-12-06

Last post: 6330 days
Last view: 6298 days
Posted on 07-30-06 11:40 PM Link | Quote
I'd like some custom blocks that are collectable like a coin, but give 10/25/50 coins

and an "anti-coin" block that does the same.
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6304 days
Last view: 6298 days
Posted on 07-31-06 08:58 AM Link | Quote
Hey...

How about expanding the coin bar to handle 999 and reset back to 0 (Not giving you a life)

Then a Couple of Blocks that add a specific Sprite (Based on Map-16 location) to your item box if you have enough Coins, (50,100,250,999), and it takes away those coins.

With this, it eliminates one way of gaining extra lives too, always a good thing in SMW.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6302 days
Last view: 6301 days
Posted on 07-31-06 01:09 PM Link | Quote
Some shop blocks have already been done, with the prices for items being 10, 30, 50, and 70. (Mushroom, flower, cape, star) Since noone's really cared about the coins much, the 999 coin hack hasn't been done yet, and thus the shop blocks don't work on a 100, 250, 999 basis.

However, I *think* Bio.exe made some blocks that drain that many coins, taking a life for every 100th coin.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6297 days
Last view: 6297 days
Posted on 07-31-06 09:20 PM Link | Quote
An awesome idea would be a system that counts coins up to 9,999, and it's game over when Mario loses all of them. He could start with 500, and each time he dies, he loses 100. Mushrooms and Flowers and stuff could cost... This idea's terrible; I'll just stop now.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 08-01-06 10:28 AM Link | Quote
Has anyone ever figured out how to do true SMB3 Koopas? You can go to x0AC15 and set a stun timer to make the shell sit there and blink instead of instantly popping out a shelless Koopa. But once the timer's up, the shell starts to vibrate and, sure enough, a shelless Koopa hops out. The same thing also happens normally if you whack a Koopa with a cape.

What I'd like to see happen is once the shell starts shaking, it just turns back into a Koopa instead of ever spitting out a shelless. A stunned Goomba or Buzzy Beetle just changes back into what it was once its timer is up, so if we could figure out how they work, it'd probably be pretty easy to apply it to Koopas.
Omega

Mole








Since: 04-27-06
From: Los Angeles,CA

Last post: 6300 days
Last view: 6297 days
Posted on 08-01-06 05:04 PM Link | Quote
Originally posted by icegoom
What I'd like to see happen is once the shell starts shaking, it turns back to a Koopa.

That would be awesome but, wouldn't it need extra graphics for the shaking?
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6297 days
Last view: 6297 days
Posted on 08-01-06 05:08 PM Link | Quote
Originally posted by icegoom
Has anyone ever figured out how to do true SMB3 Koopas?
Change x11644 from FF to 00 and changing xAC15 from 02 to 00.

This will be pretty much the exact same as SMB3 Koopa Troopas, except they will never re-emerge from their shells. But until somebody comes up with something better, it's worth using.
Omega

Mole








Since: 04-27-06
From: Los Angeles,CA

Last post: 6300 days
Last view: 6297 days
Posted on 08-01-06 05:39 PM Link | Quote
Right on . Umm.......what's up with the pink name?
Alastor
Fearless Moderator Hero








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

Last post: 6297 days
Last view: 6297 days
Posted on 08-01-06 06:13 PM Link | Quote
Could you not get it to spawn a shell with koopa in it instead of a shell wthout koopa in it?
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6297 days
Last view: 6297 days
Posted on 08-01-06 06:30 PM Link | Quote
Originally posted by Alastor the Stylish
Could you not get it to spawn a shell with koopa in it instead of a shell wthout koopa in it?

If it's upside down (after getting hit by the cape), the shellless Koopa will still hop out.

Omega, pink is teh shit.
Glyphodon



 





Since: 11-18-05

Last post: 6338 days
Last view: 6318 days
Posted on 08-01-06 10:19 PM Link | Quote
Originally posted by Omega
wouldn't it need extra graphics for the shaking?


Reread this part of your post, Omega. If you still can't see why it was a dumb thing to say, reread it again. If you still can't see it, please kill yourself.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 08-01-06 10:28 PM Link | Quote
I'm aware that you can change it so that hitting a Koopa yields just an empty shell, but that's not what I want. Being able to cart a shell all over the level with no risk of personal injury is unfair. I want to find the code that says "OK, here's an occupied shell. The stun timer's up, so I need to make it into an empty shell and a shelless Koopa," and change that into, "I need to make it into an appropriately colored Koopa." The game can already do this with a Buzzy Beetle shell. Do we know anything about where the shell behavior programming is?
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6304 days
Last view: 6298 days
Posted on 08-02-06 05:48 PM Link | Quote
Ok then, new idea.

A Powerup Number 4, disable Spin Jump for all Powerups except this one, and give this new Powerup Mario's/Luigi's Default Palette. Also, this Powerup should change back into Big Mario when hurt.

And...

A Custom Block that can put Sprites from Sprite Tool into the Item box, complete with remapped Item Box to allow for this without messing up graphics.

With both of these....

Use Sprite Tool to make the Sprite.


(edited by Stephan Reiken on 08-02-06 04:49 PM)
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.026 seconds; used 443.59 kB (max 578.56 kB)