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Main - SMW Hacking - ASM Hack\Custom Block\Custom Sprite request thread New thread | New reply

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icegoom
Posted on 04-23-07 09:32 PM Link | Quote | ID: 29244


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So, anyone know of a way to change how many lives collecting five Yoshi Coins will give you? I'd rather give out a 3-Up or 5-Up to make it more worth the player's time to seek them out.

Mattrizzle
Posted on 04-24-07 10:25 PM (rev. 2 of 04-24-07 11:16 PM) Link | Quote | ID: 29590


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I just thought of an idea for a sprite. I call it the Upside-Down Thwomp. If Mario tries to jump over it, it quickly levitates toward the ceiling, then slowly sinks back down.

I also would like to see someone make a SMB3 Spiny. The main difference between it and the normal Spiny is that it becomes shelled when hit from beneath or smacked by the cape. I tried to create it myself, but found that unstompable enemies cannot become shelled.

Kind of off-topic, but whatever happened to mikeyk? Does he even know that this board exists? I did read on a blog of his that he thinks Acmlm's Board is basically dead.
I would e-mail him myself, but I don't know his e-mail address.

____________________

icegoom
Posted on 04-24-07 10:34 PM Link | Quote | ID: 29592


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Aw, crap. I was worried that mikeyk might not know what happened with the split. Someone should definitely try to get ahold of him.

In the latest update of Anikiti's Phantasm World, I saw that he'd created Spinies which walk on the ceiling and drop on the player. There was an issue where the shell didn't have spinning graphics when it hit the ground, but it worked all right otherwise. That's weird that unstompable enemies can't have shells. I'd think you'd just need to create a copy of Buzzy Beetle and change his "stompable" byte, but I guess there's more to it than that.

Luigi-San
Posted on 04-28-07 05:52 AM Link | Quote | ID: 30831


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Posted by Ghettoyouth at SMW Central
This generator will force Mario to immitate the castle/ghost house entrance moves. With this generator you are able to use ExGFX and create as many entrance levels as you like :]

Yoshi is not supported for now!

example:


get it here

edit: fixed a bug, please re-download.
edit2: the controller disable does not work with ZSNES, but it works with snes9x and more important it works with BSNES. That means ZSNES is crap >


Tyty
Posted on 04-28-07 10:11 PM Link | Quote | ID: 30971


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Could someone make a donut lift block like the ones from smw2 and SMB3 that falls down after you stand on it for too long?

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icegoom
Posted on 04-28-07 10:28 PM Link | Quote | ID: 30982


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Donut Lifts already come with Sprite Tool.

Tyty
Posted on 04-29-07 01:33 AM (rev. 4 of 04-29-07 02:50 AM) Link | Quote | ID: 31102


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I have GOT to get all the programs....
EDIT: I can't find sprite tool....
EDIT2: found it....
Edit3: now I'm having problems... the sprite doesn't use the right palette and when you jump off the block, it turns into a tileset specific tile which doesn't do anything...

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Yoshi Master
Posted on 04-29-07 11:13 PM Link | Quote | ID: 31335


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Okay, I need a sprite that acts exactly like the smashing wario fists from Super Mario Land 2 in the final level place. I've always wanted something like that. Still want that chain chomp too...

icegoom
Posted on 04-30-07 09:02 PM Link | Quote | ID: 31675


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Maybe you could modify a Thwomp to rise and fall continuously with no regards to Mario and hide it inside a dispenser made of No Mario Blocks?

Tyty
Posted on 05-01-07 12:28 AM Link | Quote | ID: 31711


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there were 2 extra yoshi powers not used, what if someone could make 2 yoshis and 2 koopas outta those? 1 yoshi runs faster with a shell in it's mouth and the other doesn't slide on ice? maybe some koopas to go along with that?

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Yoshi Master
Posted on 05-01-07 12:47 AM (rev. 2 of 05-11-07 01:09 AM) Link | Quote | ID: 31721


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Posted by icegoom
Maybe you could modify a Thwomp to rise and fall continuously with no regards to Mario and hide it inside a dispenser made of No Mario Blocks?

I've tried something like that, but in utter failure I realized I am no good at changing sprites and the works. The closest I've gotten is with layer 2, but I kinda want a backround.

Edit: Layer 2 not layer 3.

icegoom
Posted on 05-12-07 11:59 PM Link | Quote | ID: 34923


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So, I'm wondering if it would be possible to "fix" Bob-omb. Currently, you can carry a Bob-omb until it's just about to explode, then throw it horizontally and reset its explosion counter. You can pretty much carry a Bob-omb forever and keep reusing it as a weapon so long as you throw it when it starts flashing to stop it from exploding. If you throw it vertically, the explosion timer does not get reset and it explodes when it should. Could the code for throwing a Bob-omb vertically be applied to throwing it horizontally so that there's no way to "defuse" it once it's been activated?

Phoenix Yoshi
Posted on 05-13-07 07:32 AM Link | Quote | ID: 35006


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Would it be too hard to make Blocks that work like SWR's Mario/Luigi Blocks, but change the player's tiles, too? I'd love to be able to use those blocks in my hack, yet Mario's palette simply changes when the blocks are hit. This'd cause problems in my hack, where Mario will be replaced with Luigi, AND I'm using the SMAS-SMB3 character GFX....

Oh yes, now here's an ASM hack idea- Would one be able to make an ASM hack that basically does the above? Y'know, switches characters and switches the tiles they use? It'd be nice for like where you have a dialogue, and one of the characters decides to fight the boss on their own, so if you're not currently using that character, you'll switch to them. (I just had that idea. Also, wanna hear a weirder idea I had? A hack starring... MIMI.)

Sukasa
Posted on 05-15-07 05:42 AM Link | Quote | ID: 35472


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hm.. didn't Smallhacker make code that would use the correct mario / luigi GFX tiles already? Or was that just on level load?

Mattrizzle
Posted on 05-15-07 09:25 PM Link | Quote | ID: 35588


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Not exactly a request for a custom sprite, but I'm currently trying to make a giant Shy-Guy sprite using mikeyk's code. I've copied and pasted the giant Spiny's graphics routine into the Shy-Guy ASM and correctly renamed the subroutines, but I can't seem to make the sprite animate properly. It just slides across the ground with its first frame. Does anyone know what I'm doing wrong?

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Sukasa
Posted on 05-15-07 10:44 PM Link | Quote | ID: 35624


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Send me the code, and I'll look through it for you

troopa pride
Posted on 05-15-07 11:20 PM (rev. 2 of 05-16-07 10:00 PM) Link | Quote | ID: 35649


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I would like to request 6 custom sprites(Dont worrry becuase sprites 1-5 they are copies of eachover with SLIGHTLY different modifications)

sprite 1:
A faster version of a magikoopa that teleports and shoots faster and shoots sprite 6 instead of magikoopa's magic, and spawns sprite 2 when dead.When this sprite teleports to another location, it is immediatly teleported rather then dissapearing temporarely.It is immune to cape,fireballs,spin jump,blocks etc.

sprite 2:
same thing as above exept faster and spawns sprite 3

sprite 3:
same thing as above exept faster and spawns sprite 4

sprite 4:
same thing as above exept faster and spawns sprite 5

sprite 5:
same thing as above exept faster and finally dies when hit.

sprite 6:
It uses the frames and gfx that the magikoopa's magic uses and acts like a boomerang but homes the direction it gets shot at(sort of like a venus fire trap).

Sorry for my bad grammer..I failed english class(Please dont go offtopic becuase I said that)

note:I want everything in a way so that it does not activate the level ender untill sprite 5 is killed.If any of you are wondering, the reason this thing spawns sprites so much is becuase it is a boss.We canot make an actuall hp system so why not improvise?

Reini
Posted on 05-19-07 05:21 PM (rev. 2 of 05-19-07 05:22 PM) Link | Quote | ID: 36405


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In doomship levels,I saw bullet launchers spitting fire.I request this kind of sprite and its ExGFX file if possible.

icegoom
Posted on 05-19-07 06:21 PM Link | Quote | ID: 36428


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Those are animated hurt blocks, Reini. The graphics are easily rippable out of All-Stars.

All right, I'm going to officially request this: I want Mario's walking and running animations to have four frames. You can change the value at x5E78 from 02 to 03 easily enough to do this, but the problem is that the fourth walking frame is Mario's "looking up" frame and the fourth running frame is Mario's "carrying an object" frame. I want to tell the game that instead of using these frames, the fourth frame should go back reuse the second walking frame, which would create a much smoother-looking walkcycle. I saw that you can change the order of the frames in a spinning Koopa shell by just changing the values which reference which animation frame to use, and I'm hoping there are similar values I can change for Mario.

Ribo Zurai
Posted on 05-20-07 02:47 AM Link | Quote | ID: 36575


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Since: 03-25-07
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I want an shooter that shoots 3 fireballs in 3 different directions at same time, like the Venus does.
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