Kipernal's Blockreator that allows you to simply create custom blocks to be inserted with GPS.
The blocks can be created by selected certain conditions and events to occur when the player or a sprite touches the block.
See the readme for details.
v1.2:
- Added the wallrun offsets, as well as fixed various bugs with labels and certain codes not working properly.
v1.3 (Major Flare):
- Added several events, such as a proper give coins routine, Switch Palace tests, ON/OFF Flip status, and more;
- Added some code optimizations: wherever possible, switched "LDA #$00 : STA $RAM" to "STZ $RAM";
- Better SA-1 conversion - now, it converts sprite tables properly. Also, the resultant code is SA-1 hybrid instead of SA-1 restricted.
Needs to be updated to use the %sprite_block_position() routine as some interactions currently don't work properly. For example, "Destroy block on contact with x sprite" instead destroys the block at Mario's position.
The ability to copy/paste actions and copy actions in a label to other labels would be a good addition. For anything other than simple blocks, manually entering each action for several labels can be tedious, and was ultimately the reason I started learning to edit code directly (not that that's a bad thing).
I get some really strange stuff happening trying to insert these blocks with GPS.
I tried (among other things):
Sprite Vertical ->
If sprite type equal $80 -> Shatter block | kill sprite
- end group
What I expeted was the block and the key getting destroyed on collision.
What happens is random blocks getting destroyed on collision. (mostly the ground) and the key staying intact.
Is this tool not compatible with GPS anymore or did I do something wrong?
I was wandering how to add points. I checked in the Score tab but there wasn't an option to add points. Could you please show me the ASM code to add points? I'm a bit new to ASM, but all I need is the syntax. Also, the top of a block is solid regardless if I put "make this block solid" on the "mario above event".
When adjusting how long the P-switch timer should go on for, what exactly is this "timer value"? It doesn't go in seconds, but instead in some other unknown format of time.
It goes with frames. In hex, 1E frames are roughly 1 second, so use Window Calculator to help you.
When adjusting how long the P-switch timer should go on for, what exactly is this "timer value"? It doesn't go in seconds, but instead in some other unknown format of time.
This a great tool for people like me who don't know a shred of ASM! In all seriousness though, this is quite a cool and handy tool. Although, is there a way to make something happen without one of the events happening?
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