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Rooms for Kids

Made with RHR Baserom 5.13

Blocks

Disappearing Block v2.3

by ShadowMistressYuko

Description
A block that disappears shortly after Mario walks on it.


Changelog:
v2.3
Works on wall jumps.
Reduced unnecessary processing.

v2.2
Now works with layer 2.

v2.0
Switched from sprite to uberasm.
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SpriteBuoyancy-MakeSpritesFallSlowly

by dtothefourth

Description
No description available

Graphics

Credits Graphics

by Mikeeeeee83

Description
No description available

Toyland

by Gamma V

Description
Here's a colorful tileset with plenty to play with.
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UberASM

Custom Layer 2 Rise/Sink

by Arinsu

Description
This allows you to create simple layer 2 rise/sink commands. No credit needed. Everything you need to know is in the ASM file.
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Lock Mario in Place With L or R

by ageVerrly

Description
I was asked for this very simple level ASM multiple times so I think it is a good idea to upload it.

All this does is set mario's position next frame to his position this frame if L is pressed. That means momentum is stored and can be gained even when locked. You can gain p-speed that way and change your direction midair.

You can die if you lock mario during an autoscroll as the screen will go past him.

Works in vertical levels as well.
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Low Gravity

by MellyMellouange

Description
Fancy low gravity mechanic which makes Mario a whole lot more floaty while in the Air.

That's 'bout it!
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Mid-air Jump Changer

by RussianMan

Description
Allows player to change jump mid-air. Pressing A while jumping causes player to spin and pressing B while spin-jumping cancels spin. Not to be confused with Airjump and airspin.
Credit is optional.

Minor update: Fixed underwater.
Semi-major update: Added a check for AddMusicK-modified ROMs to avoid conflicting with custom music, and included an option for no jump change sound effect at all.
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Pay Coins to Jump V1.1

by RussianMan

Description
This UberASM code makes jumps expensive, using user-defined amount of coins. Also works for swimming.

Credit is optional.

V1.1 Update:
- Made this asar 2.0 compatible.
- Fixed a bug where jumping frame perfectly wouldn't cost any coins (note that you can still jump frame perfectly off Yoshi, which can't easily be fixed).
- Fixed a bug where pressing both jump buttons a frame apart would cost you 2x the coins.
- Prevented wasting coins if you attempt to jump in some states, like if you're stunned or using a P-balloon.
- Jumping off vines and while wall running now costs coins.
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Teleport on Coins

by RussianMan

Description
This code will teleport the player after they collect a certain amount of coins.

Requested by Zoreo.
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Sprites

Boo Ring

by Akaginite

Description
This is a custom sprite version of the Boo Ring. It is more efficient than the vanilla version and quite customizable.

You can set the number of Boos, space between each Boo, radius, speed, and rotation direction for every instance of the sprite. The rotation direction is controlled by the extra bit (clockwise if clear, counter-clockwise if set). The sprite uses all four extra bytes (the extension field in Lunar Magic's "Add Sprite Manual" dialog) to control, in order, the number of Boos, the space between each Boo, the radius, and the speed. An extension of 0A285010 (10 Boos, $28 pixels between each Boo, a radius of 5 tiles = $50 pixels, a speed of $10) replicates the vanilla Boo Ring.

The No More Sprite Tile Limits patch is required if you want to use this sprite.

Note for advanced hackers: This sprite uses the WRAM write registers ($2180-$2183) for its OAM transfer. If you use these registers during an interrupt, there might be a crash. If you don't know what this means, you probably don't have to worry about it.

2017/09/07 Update
- Merged the normal and SA-1 versions.
- Made the sprite use extra bytes instead of define and extra property bytes for its options.

2016/06/14 Update
- Fixed to turn in the correct direction. (BooRing.asm)
- More optimized. (all sprites)
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Ceiling Buzzy Beetle

by Ixtab

Description
A Buzzy Beetle that walks on the ceiling and drops when you get underneath.

Tester's note: Make sure to block him off, or else he'll start scuttling on air.
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Flying Cloud

by Abdu

Description
As the name implies this sprite is a flying cloud which is semi-solid meaning you can pass through it from below and is very customizable.
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Invisible Sprite Killer Box v1.1

by Darolac, MellyMellouange

Description
This invisible sprite will kill any other standard sprite it comes into contact with, even ones that are not meant to interact with objects or other sprites.

Version v1.1 by Darolac

-Converted to PIXI.
-Added the option to kill sprites on the same line of the sprite.
-Optimized the code.

Old GIEPY version is still included.
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ShyGuy / Snifit

by Sonikku

Description
This is the ShyGuy and Snifit from SMB2.
Both the ShyGuy and Snifit contain several variations. For ShyGuys:
- Red: Moves normally; walks off ledges.
- Blue: Same as Red, but stays on ledges.
- Green: Hops in place (such as the Gray Snifit).
- Yellow: Moves faster, follows player, and jumps over thrown shells. Snifits fire 3 cannonballs.
- Giant Red: Same as Red, but is 32x32.
- Giant Blue: Same as Blue, but is 32x32.

Snifits are mostly the same, albeit with their signature projectiles attacks. They also always follow the player regardless, just like in SMB2. The extra variants are as follows:
- Gray: Hops in place firing projectiles.
- Gold: Same as Gray, but fires 3 projectiles.
- Big Gray: Same as Gray, but is 32x32 and fires larger cannonballs.
- Big Gold: Same as Gold, but is 32x32 and fires larger cannonballs.

Additionally, this sprite contains a Shooter sprite that can be used to spawn this sprite, like how they can spawn from jars in SMB2.

Part of my SMB2 sprite standardization project; a project aiming to perfectly recreate the original enemies while adding new functionality.

Release History:
- 7/9/2023: V1.0 (C3 2023) - Initial Release.
- 7/16/2023: V1.01 - Updated the JSON files to disable the "Invincible to star/cape/fire/bounce blk" flag.
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Spiny

by Koopster

Description
A disassembly of sprite 13, the Spiny.
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Spiny Shell

by dtothefourth

Description
No description available

SpriteStacking

by dtothefourth

Description
No description available

Timed Lift

by dtothefourth

Description
No description available

Music

EarthBound - Snowman

by Samantha

Description
A soft and cozy song from Earthbound, and one of my personal favorites.
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Final Fantasy VIII - The Man With The Machine Gun

by Samantha

Description
Shoutout to Musicalman for all the chord samples. Without you this port wouldn't exist!
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Mario & Luigi: Superstar Saga - Mini Game

by NamyX

Description
The theme that plays during the barrel mini game.

Update:
-Deleted some rests
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Mega Man 4: Voyage - Hell's Junkyard ~ Dust Man's Stage (Remix)

by Hooded Edge

Description
Did an arrangement of Dust Man's Stage from Mega Man 4: Voyage (making this the 2nd time I've arranged a romhack theme). I actually started this song back in January, but never got to finishing it, until I decided to do it now. Took quite some time to get done, but it was worth it in the end.

This is an all-new composition for Dust Man (by MarkTherence) and a fantastic one at that, with the song having both a dark and mechanical tone to it (fitting for a Junkyard stage).

Important:
♠ "Bonus End" is disabled.

There are also customizable pitches for this song that you can adjust in the song's txt file:
1. F Minor (Original Pitch, turned on default)
2. F# Minor (Custom Pitch)
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Natsuki Crisis Battle - A Lady-Killer

by Samantha

Description
A groovy song that would be fitting for abstract or space levels, possibly bonus sections as well
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Pac Attack - Puzzle Pit Fight

by Dippy

Description
The 2-player song from Pac-Attack on the SNES. Good for fast-paced levels.
I tried my best to make everything accurate. I didn't use SPC2MML because I don't like working with it.
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Snowy Hills

by Torchkas

Description
(One of) the winning entry for 72hoSPC #13! The goal of the contest was to make an overworld track using only SMW instruments.I finished this song in roughly 48 hours. I had to think of something simple that would stick. Most suited for a snowy overworld, or a short level, or maybe even a snowy cutscene. I had a blast making this... I hope you enjoy!
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Touhou Kaikidan ~ Mystic Square - The Doll-Maker's Precious Thing 📘 ~ Alice In Wonderland (Remix)

by Hooded Edge

Description
𝓦𝓮𝓵𝓵, 𝓹𝓮𝓻𝓱𝓪𝓹𝓼 𝓘 𝓼𝓱𝓪𝓵𝓵 𝓹𝓪𝓻𝓽𝓪𝓴𝓮 𝓸𝓯 𝔂𝓸𝓾𝓻 𝓼𝓶𝓪𝓵𝓵 𝓼𝓹𝓻𝓲𝓷𝓰 𝓪𝓼 𝔀𝓮𝓵𝓵?

Did an arrangement of Alice in Wonderland from Touhou 5: Mystic Square. Another one of my favorite songs in the series and one I planned on doing for a long time now. Wanted to get a bit more creative with this one and lean less on the repetition.

Important:
‎‎‎‎‎‎‎‎ㅤ♠ "Bonus End," Yoshi, P-Switch, & Thunder SFX are disabled.
‎‎‎‎‎‎‎‎ㅤ♠ Death sound is gonna sound weird (@1 replaces @9 to save on space).

There are also customizable pitches for this song that you can adjust in the song's txt file:
‎‎‎‎‎‎‎‎ㅤ1. C Minor (Original Pitch) [turned on by default]
‎‎‎‎‎‎‎‎ㅤ2. C# Minor (Custom Pitch 1)
‎‎‎‎‎‎‎‎ㅤ3. B Minor (Custom Pitch 2)
‎‎‎‎‎‎‎‎ㅤ4. D Minor (Hisoutensoku Pitch)
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Ys III: Wanderers from Ys - The Boy's Got Wings (Remix)

by Hooded Edge

Description
A remix of The Boy's Got Wings from Ys III: Wanderers of Ys. (You might know it as The Boy Who Had Wings or Winged Boy)

This baby can fit in athletic, mountain, & introductory stages.

Note:
- There is a "READ ME.txt" file that has the sample bank. You'll need to move what's in that file into "Addmusic_sample_groups.txt."
- The Thunder SFX & @7 are disabled.

------------------

Felt the need to do this because the actual SNES version was god awful with its "low-budget" sample usage. This remix is heavily based on the Genesis version, except without it having to loop twice just to get to that extra part (Like the Sharp X68000 version).
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