Tip: If you place too many sprites on the same screen, it will slow the game down. You can use the SA-1 Pack to reduce this slowdown, allowing more sprites on screen if required.
Hey, I'm Anas, previously known as the two-year-permabanned SwagAssMustafa. Nice to be back on the central again. How are you?
Please note I don't take private requests for music ports. I will decide what I want. However, if you have any questions whatsoever about my works, please don't hesitate to contact me and I'll see what to do!
Useful Resources
Modified Enhanced Blocks for LX5's Custom Powerups
pow_coin.asm: A modded version of the original 'pow_coin.asm' that doesn't act solid for projectiles. Used the old code for the block in a GitHub repo of an old version of the custom powerups patch for reference.
pow_muncher.asm: A block based off of 'pow_coin.asm' that is collectable by projectiles when a silver P-Switch is active.
coin.asm: A modded version of the original 'coin.asm' that doesn't act solid for projectiles. Used the old code for the block in a GitHub repo of an old version of the custom powerups patch for reference.
SMB3Brick_Powerups.asm: A modded version of the 'SMB3Brick.asm' bundled with the Custom Bounce Blocks patch with which projectiles can interact. Currently, only the superball can interact with it. However, you can move the desired 'projectile_found' labels between the '.superball_found' label and 'LDA !Switch' in lines 270-271 (where 'projectile' = the name of the projectile you want to interact with the brick block)
E.g.: If you want the hammer projectile to interact with the block, you can put the '.hammer_found' label between lines 270-271. However, don't forget to remove the same instance of that label located before '.superball_found', or it won't work!
dragon_coin_top_pow.asm and dragon_coin_bottom_pow.asm: Two blocks which allow the projectiles to interact with the dragon coin.
Now, excluding the SMB3 brick, how do you actually make the vanilla blocks act like the enhanced counterparts? Well, you can't directly insert custom blocks in the first two Map16 pages, but there is a very easy workaround thankfully! Just insert the blocks using the given list below and then change the acts-like setting of the vanilla blocks you want to the block IDs of the custom blocks:
List:
(you may freely change the block IDs, but not the acts-like settings)
Hex Edits
Code
org $01C4DC
LDA.b #$XX ; no. of pts. to give for collecting a moving coin (best used with the no consecutive score patch)
BRA.b $0C
LDA.b #$YY ; no. of pts. to give for collecting a silver coin (best used with the no consecutive score patch)
Code
org $01A6BF
LDA.b #$ZZ ;no. of pts. to give for sprite-to-sprite collisions (best used with the no consecutive score patch)
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