Name: | Blockreator v1.3 |
Authors: | Kipernal, Major Flare |
Added: | |
Version History: | View |
Operating System: | Windows |
Platforms: | SNES |
Games: | SMW |
Source Available: | Yes |
Featured: | Yes |
Website: | None |
Description: | 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. |
Tags: | custom asm custom block generator |
Comments: | 47 (jump to comments) |
Rating: |
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2.21 MiB | 5,731 downloads
Comments (47)
maybey you are right ... but ... that doesn't change the fact that person was deprived of intelligence if you undestand what i mean ... also 10/100 this tool dont get updates anymore
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There is no need to be rude to someone here for something they did not immediately grasp, but also I would be careful about calling someone dumb when you yourself are replying to a three year old comment.
This program lets you make a block to do certain things when Mario or sprites interact with it.
It's not in the program.
That's because you do not use asar to insert custom blocks; you need Gopher Popcorn Stew.
20/10 tool
I want that tool to make sprites to pixi.
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).
Great tool otherwise.
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?
It goes with frames. In hex, 1E frames are roughly 1 second, so use Window Calculator to help you.
No clue when that'll be though, all I hear is "soon™"
I also want to add stuff I'm planning on adding to GPS with the next update. Though I'm not entirely sure when that'll be either, probably once 1.60 is accepted assuming I stop being lazy.
Also, once GIEPY releases this'll probably have to be updated to support it, I'm not quite sure if it even properly supports PIXI at the moment. Might've been part of what was being worked on.
But other than that, I'm not aware of anyone actively working on this.
I have other stuff to do though so unless someone else makes it it's probably not going to happen.
Really though, this is meant for people that don't know asm but want to make simple blocks, if you want to actually work with memory you shouldn't use this kind of tool or at least know enough about how it works to modify it so it works imo
1)Search for a routine located on bottom right of window
2)press "add"
Its because the list changes and "dis-selects" the item on the list.
Perhaps you didn't add a check on "SelCount" (counts how many items on the list are selected) if the number of items selected = 0, then don't add code.
EDIT: found another glitch: the spawn sprite routine doesn't spawn sprites in the correct position when placed in vertical levels other than the top-left subscreen boundary, so add this code:
before the code that position the sprite into the block.
Edit: nevermind, use this after every time you use the map16 change routine.