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Details for GPS V1.3.0 - Gopher Popcorn Stew
Tools - GPS V1.3.0 - Gopher Popcorn Stew
File Name: GPS V1.3.0 - Gopher Popcorn Stew
Version History: View
Authors: TheBiob, p4plus2
Operating System: Windows, Mac OS X, Linux
Platforms: SNES
Games: SMW
Source Included: Yes
Featured: Essential
Description: This tool, as the name clearly doesn't imply, is a block inserter designed to replace the dated BTSD. It is backwards compatible with BTSD and will upgrade your ROM when using the tool. The readme has full details on benefits, and thanks to Alcaro for writing the included GUI. The GUI is much slower to use in my opinion but does exist. Use the GUI at your own risk.
The GUI does not work with the features this version adds to the list

Simple blocks, for example Mario-only, can be created with Blockreator.
Tags: block, blocktool, btsd, gps, sa-1
Rating: 4.0 (Votes: 4)
Download: Download - 370.26 KiB
Oh right, almost forgot. Apparently there's a bug in %rainbow_shatter_block(). If you have/make a block using it you need to remove the |!bank8 from

LDA #$02|!bank8

I'm not sure if this change is worth a new update so I'll leave it here for now.
Posted by: TheBiob -
Originally posted by RPG Hacker
Also removed the GUI application from the download since I don't see a point in dragging a dead horse along.
...and you forgot to update the description.
Posted by: kamekku14 -
Does this have a upgrade to a older version to this one?
Posted by: Kiatus -
Posted by: SuperGabrielino -
Let's see how long it takes to switch to yet another block inserter.

I find nothing wrong with BTSD. This one just makes it more complicated to use.
I hate that it removes BTSD hijacks, even more pain in the ass to use.
Posted by: Erikas0012 -
RPG Hacker
Note: updated the Readme to add an example for the @dsc command and explain it in more detail. Also removed the GUI application from the download since I don't see a point in dragging a dead horse along. If you still want to use the GUI application and don't care about any new GPS features, you can just download an old version of GPS and copy the GUI application from there over to where you saved the new version of GPS.
Posted by: o RPG Hacker -
Hey, since you've added a routine file named swap_XY.asm, you might want to change the comment mentioning why is it needed, like replace “This is required if the high byte of the block's position is used.” with “This is required after you've used "change_map16.asm" so that the high byte position are unswapped.”. And have change_map16.asm mention “Make sure you use "%swap_XY()" if you are changing multiple tiles; as this routine leaves the high byte block positions swapped in vertical levels”.

This is so that ASM block (or any other ASM that changes tiles, such as uberasm reusing the change block to do stuff blocks can't.) developers know about the block change routine.
Posted by: GreenHammerBro -
Huh, didn't know BIT works that way. Might as well change that.
Posted by: TheBiob -
does not matter
	if !__insert_pages_40_plus == 0
		BIT $03		; LDA $03
				; ASL
		BVS .return	; BMI .return
Posted by: Akaginite -
Looking at the code it seems like you're using the player direction as a way of telling what side he's on.

I was more talking about something like
REP #$20
ORA #$0008
SEP #$20
BPL .is_left
;player is to the right side of the block
;player is to the left side of the block

Can't really test right now but I don't see a reason why this wouldn't work.
Posted by: TheBiob -
It's not the GPS end, rather the in-game block's end, I did split the two offsets already using your method, but as it stands, the spin/cape attacks don't like it!

The problem is the bounce block direction, not the cape.

Do you have a better way of fixing the bounce block directions? Be my guest... Go download it Here...
Posted by: Hamtaro126 -
the problem is the spin attack/cape glitches the block sprite!

Why is GPS the cause of this problem? And what would adding another offset do better than checking if the player is to the left or to the right of the center of the block?
Posted by: TheBiob -
Is there still no way to add another header number setting and JMP offset to help add one more direction, so the block goes left OR (not AND) right when bumped?

A good example is the "Side Turn Blocks/Wood Blocks" that I am finished with almost, the problem is the spin attack/cape glitches the block sprite!
Posted by: Hamtaro126 -
Quick change overview:
- New map16 area (Pages 40+) now supported
- Uses asar 1.50
- Changes to the list format (Old format still applies, just new features which might make stuff easier to organize)
- Updated a couple of routines
- Added a few routines
- Fixed shared subroutines (They weren't exactly broken but it could break if you used too many shared subroutines. Don't think anyone ever ran into this problem though)

See Changes.txt and README.txt for a more detailed description on what changed and how to use the new features.
Posted by: TheBiob -

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