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Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests | New poll | | |
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XM Micro-Goomba Since: 07-29-06 From: i may be on a computer Last post: 6606 days Last view: 6606 days |
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ok i makeing a ice level in my hack Super Mario World Pit Of 100 Trials,and i need
a ASM code for (TIMED) Death Water simler to the one in KT's Hack SMWR2. screen shot attached. |
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Omega Mole Since: 04-27-06 From: Los Angeles,CA Last post: 6435 days Last view: 6432 days |
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That bastard didn't create it! BMF did. KT just took the code. Ask him. (edited by Omega on 08-04-06 04:15 PM) |
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BOBTHEVILA Koopa idiot-branded Since: 07-07-06 From: Silent Hill, USA Last post: 6620 days Last view: 6620 days |
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Thats cool, it's like sonic! | |||
Sakura Secret! Since: 11-30-05 Last post: 6503 days Last view: 6473 days |
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Originally posted by XM Not yet, but close. |
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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: 6434 days Last view: 6433 days |
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Hey, it's not his fault that BMF blatantly marked his code inside the ROM. (edited by Cirvante on 08-05-06 07:07 PM) |
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Omega Mole Since: 04-27-06 From: Los Angeles,CA Last post: 6435 days Last view: 6432 days |
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Originally posted by Cirvante But, KT could've still given BMF credit for it..... (edited by Omega on 08-05-06 07:22 PM) |
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Glyphodon Since: 11-18-05 Last post: 6473 days Last view: 6453 days |
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Guys, if BMF blatantly marked the code in the ROM, I'd think it was because he wasn't interested in keeping it from people. Even I think a simple "BMF wrote that code first, actually" would have sufficed, and I'm usually all for unnecessary aggression. | |||
ZTaimat 260 Since: 11-19-05 Last post: 6499 days Last view: 6433 days |
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Anyone know if theres a "full" icegoom gfx hack anywhere? I already have smw redrawn, but it's missing some gfx (underground and castle to be specific).
I pmed icegoom asking premission to use his gfx and such about 5 days ago, and he has yet to reply. PM me a link if theres such a gfx hack available. |
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Luigi-San Ptooie ZOMG Wii is teh pwn Since: 11-18-05 From: The Mushroom Kingdom a.k.a Buffalo, NY Wii: Yes Last post: 6433 days Last view: 6433 days |
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Originally posted by ZTaimat 1. What does this have to do with ASM and custom blocks/sprites? 2. No. Icegoom hasn't finished SMW Redrawn yet, actully. |
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RDOG Goomba Since: 11-17-05 From: London, Ontario, Canada Last post: 6461 days Last view: 6456 days |
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I need 2 things:
1. An ASM hack that increases an unused RAM address (can be Luigi's bonus star counter since I removed 2 player games) by 1 whenever sprite 4A (goal ? sphere) is collected, saved to SRAM, and when it reaches 7, it lets you pass through a custom block 2. Custom block mentioned above |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6445 days Last view: 6432 days |
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I'd like the following, if possible:
1: A "coin" that adds 1 to your coin count, but has the following special features: -If you leave the level this object/sprite is on by way of an exit enabled object/sprite (If there is a sprite that sends you to another level.), or if you lose a life after touching the midway point tape, this "coin" won't reappear. -If you collect a certain amount of these in the same level number, a certain block will lower when you collect the last one. (This is why they don't reset- If they did, you could leave and re-enter the level number as much as you want to collect the required amount of "coins".) 2: A "gate" that lowers when the aforementioned "coins" (I call them Red Coins or Silver Coins.) are collected. These are its special features: -It can't be passed until the Silver/Red Coins are collected on the same level number. -There's more than one type, and they're called "x-Red/Silver-Coin Gate", where "x" is the number of Red/Silver Coins needed to lower the gate. It can be 3, 5, 7, or more. -Sprites can't pass it until you lower it. -If you leave the level to the overworld by clearing it or dying before you reach midway, this, along with the Red/Silver Coins, is reset. I hope these are possible to have. They would make for great puzzles. Those, combined with all the other Custom Blocks, would make a really confusing (Not to mention long.) puzzle. |
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Omega Mole Since: 04-27-06 From: Los Angeles,CA Last post: 6435 days Last view: 6432 days |
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I'm not really requesting but, does anybody know which block do I use and where do I place it for the SMB3 flame shooter ones.... the ones in the airships. (edited by Omega on 08-10-06 05:33 PM) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6445 days Last view: 6432 days |
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I've heard that you use the Animated Hurt Blocks. You can put them anywhere that has a blank space that isn't used by the game already. | |||
wtfweb Red Koopa Since: 02-10-06 Last post: 6443 days Last view: 6433 days |
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ok i have i suppose a ASM hack request.
i just playtested my hack in 2 player mode over zsnes netplay, and noticed that the overworld graphics will glitch if exgfx are in use if 2 players are on different submaps. apparently this is because going from player 2 to 1 or vice versa on the overworld, like traveling on red exit paths, doesn't load the new graphics data for the submap you're traveling to. anyway i was just wondering if it would be feasable (probably not since i'm assuming it would already be done if it was) to make red exit paths and switching between players on the overworld reload graphics data for maps just like pipes and stars do. i was hoping maybe this would be as simple as calling whatever routine loads the overworld tiles into memory or something whenever the submap switches. but, i know nothing about snes programming and i'm sure it's far more complicated than that. anyway i was just wondering if this would be possible at all or if it would require way too much work to achieve |
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Sparx Waddle Doo Since: 11-18-05 From: San Diego Last post: 6445 days Last view: 6432 days |
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1. I need a block that will break, like the smashable brick, but even if Mario is small.
2. A block that acts like a changing block (When hit, goes to next in Map16), but also uses the broken block GFX (Like a smashable brick. |
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ibz10g Spiny Since: 08-10-06 From: Altoona, Iowa Last post: 6477 days Last view: 6477 days |
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i got the blocks i needed inserted into the game, but i can't figure out how to change the graphics for it, or save the graphics i've made
yes i've pressed F9 and ive read every guide i could find |
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BOBTHEVILA Koopa idiot-branded Since: 07-07-06 From: Silent Hill, USA Last post: 6620 days Last view: 6620 days |
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Oh after that you press the insert GFX thing on the editor thats a green mushroom.
PS remember to press the first one first for extract gfx. If you already had then no need. (edited by BOBTHEVILA on 08-12-06 12:43 PM) (edited by BOBTHEVILA on 08-12-06 01:49 PM) |
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Nintendude88 Tektite Since: 05-09-06 From: Virginia Last post: 6438 days Last view: 6434 days |
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Does anybody have items, ? blocks, breakable blocks, and coins ripped from SML2?
It would be helpful. |
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ibz10g Spiny Since: 08-10-06 From: Altoona, Iowa Last post: 6477 days Last view: 6477 days |
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again with the blocks
here's what i need to know is there a certain area on the map 16 i need to save the block as for it to work |
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Goldensunboy Snifit Since: 12-30-05 From: Georgia Last post: 6437 days Last view: 6436 days |
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Saving it on page 3 will make the graphics tileset specific. But for the block to work, it can be on any page past page 2. |
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Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests | | |