Progress with this Commission.
Remember that if you want any ASM resource you can send me a PM in twitter or in Discord (anonimzwx)
The prices are:
- 30 USD blocks.
- 40 USD Uberasms.
- 50 USD Sprites.
- 100 USD Bosses.
Prices can increase depends on the complexity of the request
More progress, i moved Emain Macha's main body to layer 1 and with a hdma effect I was able to save a ton of space in Sprite Graphics, now i can use that space for explosions and projectiles. Some projectiles are defective and can be carried by mario and used to deal damage.
A little showoff of my DKC's zinger version, they throw attacks from Killer Instinct to separate them from DKC2's zingers. Also includes a mini boss version.
I was improving this sprite, now is a lot more customizable, basically you can edit how much time is inactive, the time between each shoot wave, how many projectiles per wave, projectile speed and rotation and also how to fly. Gray version throw 3 projectiles at the same time.
Some time ago I did this sprite with my old Dynamic Sprite System (Dynamic Z V3.75), in that time I was able to use 1 or maximum 2 in screen with some flickering and sacrifices, with my new system (Dynamic X) i can use any number of this sprite without any issue.
I did a better version of this sprite, it has 12 versions, differences between them: Some follow player, others go foward, others go back and forth and others do aggressive following, also some can spawn a mini flame and others can set a segment of the body in the floor.
I ported this sprite to the new system,the old version was a non-dynamic sprite, this version is dynamic. basically there are 4 versions, gray version allows you to jump N times, orange use a timer, Red number version explode when the number is 0. They can customize movement.
More progress, Yellow Helmet throw normal pick axe, Red Helmet throws bounce pick axe, Green and Red aims to player, Cyan and Yellow throws in random X speed, blue and purple throws with fixed speed. You can customize shoot frequency and speed, also distance to start shooting.
I was implementing altered status in my hack, Blue slow down player, Red Accelerate player, Purple invert controllers, Green is poison and White is frozen
Finally i manage to finish my dynamic sprite system with shared and not shared memory, It doesn't have any restriction about number of dynamic sprites on the screen. (ignore dissapearing tiles).
#SMW
#SNES
#SMWHacking
I was doing a tool to generate palettes effects that can be used by Dynamic X. Basically you can generate files that contains Palettes effects and then insert those files on the rom and changes palettes ingame easyly during gameplay.
I was improving my NSMB Player, new version is a lot more responsive, less slippery and can crouch and also grab items. Mario will be able to Throw Barrels on the next version of the hack.
I am doing level design for my hack. For now i am using smw graphics because DKC Graphics are too hard to use, but after finish the level design of the level i will use dkc graphics.
I am doing a website where romhackers can submit their resources for any snes game such, graphics, music, sprites, codes, patches, tools or hacks. The website will be called . It is still in development.
I was improving Dynamic Z's Color Palette Effect system after i detected a bug that only happends on sd2snes, new system fixed that bug and now instead of use HSV, use HSL, you can change or mix hue,saturation or lightness, also you can change or mix red, green or blue channels.
Starting a new mini boss, for now it is just a regular goomba, but it will divide in 2 smaller goombas and then those 2 divide in others 2 even smaller goombas, also i will add them the behaviour of goombas in SMB64.
I added the cape interactions and others remaining interaction such as bob omb explosion, yoshi stomp, cape stomp and yoshi fireballs, also now you can stomp it with mario after flip it with the cape or grab it and use it as a shell
Now with interaction, all the behaviour is working OK, now i just need to fix graphic stuffs and make an special animation when it falls into the lava.
A very old demo of one of the enemies of my videogame. On my videogame the player (Blax) can transform into any absorbed enemy and that change all mechanics. (Sorry for the floor, it is a placeholder, the perspective of the floor is wrong, also sorry for my bad english).
I was remaking the physics of nsmb player to be more similar to smw, still they need a lot of work. also i had this funny glitch while i was testing the new physics.
#SMW
#SMWHacking
I was implementing Stop N' Go Station Gimmick, Rock Krock Will have 4 versions, Green walks during Stop, Red walks during Go, Ghost appear and dissappear and Black walks always.