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Details for Bounce Block Sprite & Tile Generation Unrestrictor v0.91
SMW Patches - Bounce Block Sprite & Tile Generation Unrestrictor v0.91
File Name: Bounce Block Sprite & Tile Generation Unrestrictor v0.91
Added:
Version History: View
Authors: edit1754
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch has two main features:

1) It allows custom block code to specify the sprite tile number of its bounce block sprite, and the map16 tile number it will turn into after it's finished bouncing.

2) It allows you to generate any map16 tile number using SMW's built in routine at $00BEB0, by storing #$FF (rather than an index) to $9C and the map16 tile number to $0660/1

Also includes a fully-functional smb3brick.asm that utilizes this.

Included block slightly improved by Roy. (Palette byte didn't seem to work well as the Xkas math somehow malfunctioned.)
Tags: block, bounce, bounce block, custom block, needs remoderation, sa-1, tile
Download: Download - 3.85 KiB
272 downloads
RussianMan
Ok, thanks for reply
Posted by: RussianMan -
TheBiob
This patch does not modify turnblocks. It only modifies normal bounce sprites. You'll have to modify the patch to fit your needs. I've made a simple patch that allows you to change the tile it turns back into with my spinjump turnblock though you'll have to find some other way to change the initial tile (Which is still "Always turning turnblock")
Posted by: TheBiob -
RussianMan
Now, I want to create a block that acts like Turn block, It'll turn into Specified MAP16 (for example 0048) and then turn back into block you touched before. But...
When I touch block it turns into tile 0. And... it doesn't turn back into original MAP16 block you activated. Help?
ASM file
Posted by: RussianMan -
RussianMan
There is just no readme or any indication (At least for me >_>) on how exactly to change tile you want it to turn.
Thanks!
Posted by: RussianMan -
TheBiob
You're loading a 16-bit value while being in 8-bit mode which causes the crash.

Anyway if I understood that right what you're trying to archive is hitting a block from below activates a bounce sprite and ends in another block?

Because in that case you don't want that above part at all. What you want to do is just have the Bounce routine and store that #$0202 to !RAM_M16Tbl

So something like this
Posted by: TheBiob -
RussianMan
Block
Posted by: RussianMan -
TheBiob
Can you post the whole code that you have?
Posted by: TheBiob -
RussianMan
Code
		LDA.b #$FF
		STA.b $9C 


Taht was already included in BBU usage in
----------------- GENERATE ARBITRARY MAP16 TILE -----------------
Posted by: RussianMan -
TheBiob
Originally posted by RussianMan
OK. I'm trying to create a block with bounce sprite that simply change current block to tile 202. I'm storing value #$0202 (Because this is 16-bit value, right?). BBU usage says :
;;STORE YOUR 16-BIT BLOCK NUMBER into $0660/1
I'm storing to $0661 (because $0660 crashes for some reason), but bounce sprite spawns tile 25 (I guess?). Help?

Well first of all if you're in 16-bit mode then you NEED to write to $0660 since that will write to $0660 and $0661. Writing a 16-bit value to $0661 will write to $0661 and $0662 which isn't what you want.
As for the crash what did you set $9C to?
Posted by: TheBiob -
RussianMan
OK. I'm trying to create a block with bounce sprite that simply change current block to tile 202. I'm storing value #$0202 (Because this is 16-bit value, right?). BBU usage says :
;;STORE YOUR 16-BIT BLOCK NUMBER into $0660/1
I'm storing to $0661 (because $0660 crashes for some reason), but bounce sprite spawns tile 25 (I guess?). Help?
Posted by: RussianMan -
Vitor Vilela
Added tags and SA-1 support.

Note that I haven't converted the blocks nor the readme to SA-1, though.
Posted by: Vitor Vilela -

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