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Key lock blocks

SMW Blocks → Key lock blocks

Submission Details

Name: Key lock blocks
Author: HammerBrother
Added:
Act As: Various
Includes GFX: Yes
Description: This package contains many key block barriers in different shapes:

-A 2 block long (vertically and horizontally)
-A 3 block long (vertically and horizontally)
-A 32x32 px (2x2 16x16) block

And also an option if you want a stackable key counter like in the zelda series.
Tags: key lock lorom needs remoderation puzzle
Comments: 27 (jump to comments)
Rating:
4.9 (10 ratings)
No rating
Download 51.57 KiB | 2,624 downloads

Screenshots

Comments (27)

 Erik Link
Originally posted by Anas
Not really. You'd have to use SA-1 Convert from the tools section to convert these blocks first before using them. However, there's an update to them here.

That's not an update, it's a different, more powerful resource than this one. I actually converted these blocks to SA-1 for someone and cleaned the code a bit, but haven't had time to fully test them myself and that's why I haven't uploaded them. If anyone is interested, you can get them here.
Green Link
:ilikethesoundofthat: #tb{TwT}
ThomasOQue Link
I'm touching in the lock with the key in my hand, and doesn't work. I insert all right and it doesn't work, how i fix this?
(Sorry for my English)
Novahamsber Link
This deserves an update
containercore Link
Found that these blocks will work in SA-1 ROMs if you run them through the SA-1 Hybridizer. The Definitions .txt file needs to be run through the Hybridizer as well which will produce a series of changes in the log file, which you then need to apply yourself (it's only 4 lines). In the Definitions file the sprite slots needs to be changed from 12 to 22 as well. Thanks to Fernap for pointing this out!
Jigen Link
Any way to get it to work when riding Yoshi with a key in her mouth?
Novawolfol Link
I have the collectable keys, but I can't get the counter to work and then i cant walk through the key doors either, they work with normal keys at the moment still. I cannot patch either of the key_counter, or collectable_key ASM with ASAR as it causes my ROM to fail to boot in emu. Any help would be appreciated.

EDIT: I now have the key counter working, but i cant use them to get through the key gates still. Also the key counter doesnt seem to reset after death (i am using retry patch).

Odyssey K. Link
I tried using the SA-1 Convert tool

...didn't work. idk what to do about that txt file in the blocks folder
HammerBrother Author Link
Originally posted by Wolfguy423
not sure if I'm just being thick, but i cant get it to work. the key sprite 80 (default) wont open the door.
Insert exgfx,setup the map16 then use GPS 1.4.1 to install the asm/block file and add the required lines in the List.txt before hand.
Am i missing anything? #smw{o_O?}


Sorry for my late reply, the sprite check assumes you are using spritetool that uses a RAM that determines if the sprite is a custom sprite or normal sprite. That RAM is not initalized and causes it to not work on accurate emulators. Either edit the code that checks the RAM if the sprite is custom or not or use sprite tool so that normal and custom sprites modify the custom sprite flag so that the key works.
Wolfguy423 Link
not sure if I'm just being thick, but i cant get it to work. the key sprite 80 (default) wont open the door.
Insert exgfx,setup the map16 then use GPS 1.4.1 to install the asm/block file and add the required lines in the List.txt before hand.
Am i missing anything? #smw{o_O?}
LeaderAngelo Link
With which tool is it inserted?
skyekun Link
Originally posted by AnasMario130
Not really. You'd have to use SA-1 Convert from the tools section to convert these blocks first before using them. However, there's an update to them here.


Yeah I saw the update, but it seems to be a bit too feature rich for what I want, but thanks for the SA-1 convert tool, I'll try that out first.
Anas Link
Not really. You'd have to use SA-1 Convert from the tools section to convert these blocks first before using them. However, there's an update to them here.
Green Link
Update? It was submitted as a separate submission.
skyekun Link
Is this SA-1 compatible?
qantuum Link
can they morph into another map16 tile?
I've thought of a "locked door" acting like 25 but when you carry the key there it transforms to door tiles.
Goomber Link
They i placed them, but they stay as blue grids. what do i do with the map16 file? i inserted it but it didnt do anything.

Edit: i fixed that sort of, but now in lunar magic they are invisible, ingame they are brown lines, how do i fix that (i inserted the exgfx80.bin, still didnt do anything.

Edit 2: nvm fixed it.
TheLegendaryOrb Link
It's awesome and works on the tests level, but I have glitched graphics on my ROM. Can someone help me?
Edit 1: Also, it's invisible on lunar magic and a blue square on 16x16 editor
Edit 2: Nevermind, figured it out!
MultiMarioLP Link
Good Job, I like this Custom Block
TheOrangeToad Link
Good job GHB. I use your custom blocks for my christmas hack call christmas puzzle.
Black60Dragon Link
Great idea! I've always wanted doors like this. This could add a Zelda-like feel to levels
Zack-san Link
GreenHammerBro, you are one of the greatest Block Makers ever! I'll use these in my hack. It'll be epic!
unipat Link
Can I hug you forever? You just solved hours upon hours of problems with this sort of thing for me.
HammerBrother Author Link
You welcome. It was simple, you check all sprite slots, make sure the sprite number, "custom type", and its status to see if Mario is holding a key. I learned that change map16 relies on $98~$9B to know what tile in the level to change.
AirRazor013 Link
These blocks work great! I've been looking for something like this for a while now! Thank's for the hard work!
HammerBrother Author Link
Thanks!
DiscoTheBat Link
I like the idea of this pack of blocks, you can make some interesting puzzles with that one without the need of teleport blocks. Good work!