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: |
Download
51.57 KiB | 2,624 downloads
Comments (27)
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.
(Sorry for my English)
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).
...didn't work. idk what to do about that txt file in the blocks folder
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?
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.
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?
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.
I've thought of a "locked door" acting like 25 but when you carry the key there it transforms to door tiles.
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.
Edit 1: Also, it's invisible on lunar magic and a blue square on 16x16 editor
Edit 2: Nevermind, figured it out!