(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
05-26-24 12:00 PM
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
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6362 days
Last view: 6343 days
Posted on 03-18-06 10:45 PM Link | Quote
Originally posted by SecretGlitch
1) What?


Originally posted by SecretGlitch
I need 3 custom blocks that should be easy.

A block that acts like a coin, but gines Mario 10 coins.

A block that acts like a coin, but gines Mario 20 coins.

A block that acts like a coin, but gines Mario 50 coins.


Probably just jokingly pointing out your spelling error.
SecretGlitch

Red Paragoomba








Since: 01-14-06
From: Nowhere Land

Last post: 6354 days
Last view: 6341 days
Posted on 03-19-06 12:24 AM Link | Quote
Oh, I meant to say gives.
Imajin

Bot
Local Moderator
Currently affected by 'No syndrome' ---!!!








Since: 12-05-05
From: Camineet, Palm

Last post: 6307 days
Last view: 6307 days
Posted on 03-22-06 09:46 PM Link | Quote
Um, yes, I'm looking for a block that takes away one coin from Mario, than dissappears- I could have sworn there was one in BlockTool, but it seems there is not.
Glyphodon



 





Since: 11-18-05

Last post: 6347 days
Last view: 6328 days
Posted on 03-26-06 10:49 PM Link | Quote
Anybody know how to stop Mario's lives counter from reading 1 when you have 0 lives, 2 when you have 1 life, etc.? I tried messing with it and then the game started sending the tiles to the wrong places.

Edit: Nvm, I found it...


(edited by Glyph Phoenix on 04-01-06 04:18 AM)
Glyphodon



 





Since: 11-18-05

Last post: 6347 days
Last view: 6328 days
Posted on 04-11-06 08:09 PM Link | Quote
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?
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6307 days
Last view: 6306 days
Posted on 04-11-06 08:27 PM Link | Quote
I don't think X had a function in SMW, so maybe... you could put in a power-up switcher? Press X to cause it to cycle between a maximum of (X) powerups. Then press select to drop it down.

Terrible, because I know how much you think SMW is already broken, but I couldn't think of anything else...

Ah, I got another idea. Change purple coins or whatever into portable throw blocks. Then press X to generate an active throw block in front of Mario. I don't think an inactive one would work, considering those are tiles and not sprites...
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 04-11-06 10:05 PM Link | Quote
Does anybody know how to have vertical or upward scrolling on a vertical level using LevelASM, just like in Super Mario Odyssey and SMWR2?
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6307 days
Posted on 04-12-06 06:14 PM Link | Quote
Hi, I'd like to make a couple of (hopefully simple) custom block requests please.

Firstly, can someone make a version of the movement blocks (preferably on either the slow setting or the very slow setting) that reverse direction when an On/Off switch is hit (I've seen these kind of blocks in SMW Returns II). I'll give a couple of examples of what I mean:

Movement Block Right Slow- changes to Movement Block Left Slow if an On/Off switch is set to Off, otherwise is a Movement Block Right Slow on the On setting

Movement Block Left Slow- changes to Movement Block Right Slow if an On/Off switch is set to Off, otherwise is a Movement Block Left Slow on the On setting

Secondly, can someone make a version of each Switchable Block so that on one half of the frames (1-8), the block is passable, but on the second half of the frames (9-16), instead of being solid, it acts like a water tile. Such a block may be very, very handy on my third castle incase I wanted to try a water raising/lowering idea out.

Anyway, 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 04-12-06 07:13 PM Link | Quote
----On/Off Right/Left Block----

AD AF 14 C9 00 F0 05 C9 01 F0 1C 60 AF 08 BD 7E D0 0E 08 C2 20 E6 94 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 94 28 A9 01 8F 08 BD 7E 80 06 A9 00 8F 08 BD 7E 60

Off = Moves you to the left
On = Moves you to the right

----On/Off Left/Right Block----

AD AF 14 C9 01 F0 05 C9 00 F0 1C 60 AF 08 BD 7E D0 0E 08 C2 20 E6 94 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 94 28 A9 01 8F 08 BD 7E 80 06 A9 00 8F 08 BD 7E 60

Off = Moves you to the right
On = Moves you to the left

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.

----Switchable Air Block On----

AD AF 14 D0 07 A0 25 8C 93 16 A0 00 60

Off = Depends on the Gameplay properties of the 16x16 tile
On = Air

----Switchable Air Block Off----

AD AF 14 F0 07 A0 25 8C 93 16 A0 00 60

Off = Air
On = Depends on the Gameplay properties of the 16x16 tile

Reloc Offset: -1
All other offsets: 0

Set the Gameplay properties of the 16x16 tile to whatever you want, in this case to 2, so it behaves like the water tile until you hit the On/Off Switch.


(edited by Davros on 04-12-06 06:14 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6307 days
Posted on 04-12-06 10:23 PM Link | Quote
I think that there is already a block that sends you "in the air" as like if you are swimming.
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 04-13-06 12:53 AM Link | Quote
Originally posted by andres
I think that there is already a block that sends you "in the air" as like if you are swimming.


Which block are you talking about? Does it even exist in Blocktool?

The Switchable Air On and Off blocks will behave like air depending on the on/off flag. If you set the Gameplay properties of the 16x16 tile to 2, it will behave like water and when hit by the On/Off Switch, it will behave like air.

Maybe you are confusing a block that exists in Blocktool with a block that doesn't exists...until now.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6307 days
Posted on 04-13-06 01:09 PM Link | Quote
I think that the blocks are the switchable Water On/Off Blocks.
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 04-13-06 01:22 PM Link | Quote
Originally posted by andres
I think that the blocks are the switchable Water On/Off Blocks.


The last time I check Blocktool, the blocks didn't exist. Maybe you should try to check Blocktool one more time to see if the blocks you're refering to exist or maybe you need to read the whole post to see if you missed something.

Unless, somebody else made the Water On/Off Blocks.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6307 days
Posted on 04-13-06 03:58 PM Link | Quote
But, the come with BlockTool . I have applyed these blocks on an old hack that I´ve never published like two years ago ...
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6307 days
Posted on 04-13-06 04:08 PM Link | Quote
As far as I know, the Water On/Off blocks in Block Tool cause the player to be able to swim when a Warer On Block is hit (e.g. if it caused a level to be entirely flooded in the process), and hitting a Water Off block causes the player, if they are swimming, to stop their swimming altogether (think of what would happen to a fish if the water around it suddenly vanished).

When I made the request for the blocks that act like water on one of the On/Off setting, and act like air on the other one of the On/Off setting, what I really wanted was to use this idea to make a castle level where hitting On/Off switches will give a "water lowered" or "water raised" effect when hit (in fact, if I make small rooms in the castle to hold the On/Off switches, I'll probably have some of these blocks to demonstrate what I mean).

davros, thanks for making the blocks for me, I really appreciate it. At first I thought all the 2 digit values you put under the name of each block were supposed to be reloc offsets, but after noticing a "lack" of the necessary bin files needed for these blocks, I managed to start to understand it more after I went into a hex editor I have here, and found where to insert the hex values. So now, all I've got left to do with all four blocks is to test them (I might use the On/Off Right/Left and On/Off Left/Right blocks in my next swimming level, so that there could be water currents that could have their directions reversed just incase one was in the way).

Thanks again.


(edited by Knight of Time on 04-13-06 03:15 PM)
R. Solaris

Micro-Goomba


 





Since: 04-13-06
From: USA NJ

Last post: 6608 days
Last view: 6608 days
Posted on 04-14-06 12:59 PM Link | Quote
My requests may seem a bit hard but...

1 - ASM modification to the overworld to enable all levels to be enabled with the level tiles. If it's even possible that is. [0-1FF enabled for level Tiles]

2 - a Custom Block Using the Goal Sphere's art and properties like SMB3 I have the Keyhole on my map in Layer 1 and I wish to make it work exactly like SMB3 Depending on a special free ram byte that tells how many of the Spheres were collected to unlock the "Next" lock. I'm using this as a way to unlock the secret world for my hack so.

3 - Lost Levels Poison Shroom. Which automatically makes you small Mario and can also take up spacr in the Item reserve if collected as small Mario and can't be replaced by other items and will instantly affect you like poison when you get a regular item such as a Mushroom or a star it negates it's effect.

4 - This one involves SPC700 though Probably may be the hardest rather. I see many unused spaces that go up to 7F in the music selection, If somebody could help me find the locations of the SMAS Music [SMB1,2,3,LL] as well as help with the format of music and how to change some of the pointers and the location of the SMW music it'd be a great help for what I want to try out. With or without total knolwedge of ASM I wish to give it a shot either way.

Those are my requests, I hope you guys can help out as it'd be much appreciated ^^.

P.S. To those who do help PM me a link to where i could download or where you could guide me through how to do this. Also if anybody knows how to make Animations for Overworld it'd be nice to help me with that aswell.
Glyphodon



 





Since: 11-18-05

Last post: 6347 days
Last view: 6328 days
Posted on 04-15-06 03:14 AM Link | Quote
I suggest not trying to do any of these things. Besides the fact that very few know how to do these things and it's not practical to explain the many complex steps it would require to make these hacks, they're just not very good ideas.

1. You really shouldn't need more level tiles if you're making the most of secondary exits.

2. You have chosen the extremely hard and pointless way to do this. That is bad. You should simply arrange the overworld so there are levels with events that, instead of opening up a totally new path, open up a section of a long path leading to this secret world of yours. That is the easy, Lunar Magic way.

3. That sounds rather lame. There are lots of interesting sprite possiblities out there like Mikeyk's donut lifts or Bio's metroid, but instead you choose the obvious and somewhat lame poison mushroom. It can't kill you, and you can't beat it. They just wouldn't be a very fun addition-- don't try it.

4. Lots and lots of people want to edit the music. Only three I know of have succeeded. I suggest waiting for Blackhole89 to release his music editor. SMAS music sucks, anyway. If you want SMB or SMB3 SMAS music in your hack, check out the hacks in this thread.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6306 days
Last view: 6306 days
Posted on 04-16-06 04:58 PM Link | Quote
Hmm, A Block which explodes if you hit it from below.
Could be possible if you take advantage from the Bob-Ombs explosion pointers.
Glyphodon



 





Since: 11-18-05

Last post: 6347 days
Last view: 6328 days
Posted on 04-18-06 10:14 AM Link | Quote
That doesn't make any sense. If it exploded from below like a Bob-omb, it'd kill you instantly. If it broke, like a brick... well, those blocks should already exist.

Also, I find it amusing that only one person was willing to oblige my request for a request.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6306 days
Last view: 6306 days
Posted on 04-18-06 12:09 PM Link | Quote
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?
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 0.022 seconds; used 445.55 kB (max 573.12 kB)